Posts tagged Rise of Isengard
Lore-mastery: Update 5 instances guide – Pits of Isengard
12I was tossing up whether to do a Riders of Rohan wishlist post this week or continue with the update 5 instance guides, but I figure that the longer I take on these guides the less relevant they become so into the Pits of Isengard it is…
Pits of Isengard
Diseases/wounds? First boss has a DoT wound that’s worth removing
Stuns? No
CC required? No
Can a lore-master heal? I’m going to say no. Yes, it’s theoretically possible (there’s someone on the forum who’s done it), but for all practical intents and purposes the first boss is not a fight that a LM can heal without an exceptional group.
Trait setup: 5 Red, 2 blue. This is an instance which requires (at T2) a full tank and a full healer, so your DPS really matters here especially given the fairly tight dps requirements on the first boss.
Recommended pet: Bear or raven. In general, I think bear is more useful on Zaburz and Fushbraf, and raven on Ironam.
Strategy: On T2 this is a three boss instance with the most extensive trash pulls of any of the Isengard 3-person instances. This is also the hardest (and imo most fun) of the three, with some fun boss fights, tricky trash pulls to work out and a chance for us to really shine in our DPS role.
First boss – Zaburz
The opening area involves you navigating around mobs while pulling four levers. You have to kill some of the trash, and there’s a fun little prisoner mechanic where if you kill the guards the prisoners will follow and “help” you (randomly aggro a bunch of mobs you didn’t want to wake up) and then you make your way to the other side of the room to the first boss. The first thing you need to work out with this boss is positioning, which is relatively simple. He’s standing on a railroad track which leads down the middle of the room. Run to the wall at the far end of that track and have the entire group stay there for the whole fight, with your backs to the wall. The boss can yank you and if you’re not standing there you’re at risk of falling down some insta-death pits.
The boss, an orc named Zaburz, is your standard tank and spank with adds, but there’s quite a lot of adds (3 each wave, 10k morale each) and they come regularly enough that you need to be on your A-game to kill them all in time, especially if your tank isn’t contributing much damage. I’m pretty sure these adds are time based not morale-based too, but that’s not toally clear. Luckily lore-master burst AOE DPS is perfectly suited for these waves – keep tar down regularly and then try to setup a good ents/sticky-gourd/cracked earth/lightning storm combo (whichever you have off cooldown) when the adds are grouped up. This is likely to give your tank fits keeping up with the aggro, but you really have to hit them as hard and as quickly as possible so just warn them before the fight and also keep your bear taunt ready if you’re in trouble. Also, it’s definitely possible to root 2 or even all 3 of them at range to let you whittle them down before they come in close, but this of course will give you a big threat lead over your tank so make sure you can kill anything you engage at range before it gets in close. Be prepared to use your WoTC heal and even racial panic button if you pull a bunch of adds, because you will die very quickly. There’s also some wound removal and spot healing to worry about in this fight, so you’ll certainly be kept busy.
After this boss, you have the choice of going left, to the poison wing and the troll boss Ironarm, or right into the fire wing and the fire boss Fushbraf. It’s up to you which way you go; the fire boss is substantially easier but it has much harder trash (the hardest trash of any 3-person instance in the game imo), so there overall isn’t much difficulty difference between the two wings.
Poison wing – Ironarm
The trash in the poison wing isn’t much to worry about, but it does teach you one of the boss mechanics which is that if the trolls are allowed to stand in the poison puddles then they will spawn exploding limrafns. Tell your tank to watch out for this
. The T2 challenge condition also involves you tiering up the wing’s poison debuff to 4, which happens by killing the right kind of mob – just keep pulling and killing stuff until you hit tier 4 (this is the same in the fire wing).
The boss fight is more of an endurance fight than anything, it’s relatively easy provided the tank keeps the boss moving around out of the puddles. It’s almost inevitable that some limrafns will get spawned though, so I highly, highly recommend that you stay at range in this fight. Yes, it will cripple your DPS (taking into account the necessary movement too to keep LOS, I do about 400 which is pathetic), but it’s a vastly safer way of doing the fight because the limrafn explosions will very quickly take you out. If one does spawn, try to hit a root on it ASAP because it will probably run straight towards your healer and then kill it as quickly as possible (appx 700 morale, so one skill should do it). As long as everyone stays alive, this is a relatively easy but long fight.
Fire wing – Fushbraf
As I said before, the trash in the fire wing is hard, brutally so the first time you go in. But it is certainly possible to figure it out and I really quite like it in the end. The biggest problem is that you’re fighting around a lot of insta-death lava and the fire orcs like to do massive yanks and throw you into that lava. So positioning is obviously important. For the first pull, run across two bridges so you end up to the left of the mobs in a relatively safe spot. Pull from a distance and stay as much as you can with your backs to the wall in the alcove (ie run back when you get pulled). Have the whole group bunch up, because if everyone keeps the orcs in melee range then they won’t yank you (the yank does like 1500 damage too, it’s really not fun). The problem then is that the orcs put up a fire ring which does quite heavy AOE damage. So let the mobs come in close, and hit them with as much DPS as you possibly can while your tank frantically tries to keep threat and your healer desperately keeps the group alive – that’s pretty much what you want in a fight isn’t it?
The pull just before the door to the boss room can be pretty brutal. Root the group in place to start and have everyone run up to the door as quickly as possible. Tell your healer to blow all the cooldowns that they can becuase they’ll probably need it. Once you’ve tiered the fire debuff up to 4 then head on into the boss room.
The final boss, Fushbraf, is stupidly easy. If you’re doing this with a full healer and tank, his mechanic (which is a 4-pronged fire earthquake thingy) can be completely ignored. All you need to do is stand in the middle of the room and do damage. Which is actually quite fun – the rest of this instance is pretty challenging, it’s nice to just be able to sit there and hit a target dummy for a few minutes! And speaking of target dummies, this boss is the best place in the game at the moment to benchmark your DPS. Unless they’ve fixed it recently, the training dummies in Galtrev are completely broken and useless for measuring DPS becuase they boot you out of combat every few seconds, wiping all DoTs. Given that an enormous proportion of LM damage is from DoTs that’s a big problem. This couple of hundred k morale troll though gives you a perfect measuring stick. It will take you about 3mins to kill him, and it’s a pure single target fight, so it’s a very good way to measure your DPS. Personally, I’m able to get just over 900dps as measure by CombatAnalysis, which translates to a bit over 1000dps because CA doesn’t measure the sticky gourd DoT (which hits for ~400 damage every 4 seconds). I’m not fully geared out, I’m sure it’s possible to squeeze another couple of hundred out of the class, but I think that’s a good general benchmark for lore-master sustained single target DPS using a second age L75 staff (tactical mastery was about 27k, with around 5.5k crit rating). Note that this was in a group with a guardian tank and RK healer, so I had no external buffs or mob debuffs of any kind (I hit over 1100 with a captain another time!).
Also, you can once again see the importance of melee to lore-master sustained DPS in the screenshot below. Autoattacks were my second biggest source of damage, accounting for almost 30% of total damage! Throw in staff strike and staff sweep on top of that and melee attacks accounted for over half of the damage I did in that fight. As I’ve said before, if you want to do damage as a lore-master be sure to stand in melee range.
Hope that’s of some help to people, I’ll move onto the pits next week and then the Tower of Orthanc raid some time after that.
Turbine talks 2012 Plans for LOTRO
5Right on the heels of the Riders of Rohan Expansion announcement, Massively released an article with comments from Kate Paiz and Adam Mersky talking about the upcoming year.
The article starts off with a bit of a look back at 2011 and I think it is fair to say the whole EU transition took up way more time and resources then Turbine expected. Is this to blame for the “down” year for content? Who knows, but certainly it loomed large for them.
2012 is another milestone year for Turbine as it will mark the 5th anniversary of the game (Holy cow has it been that long?). There will be another event and even though they’ve acknowledged that last year’s wasn’t well received it doesn’t sound like there will be major changes for this year, just some tweaks to it.
Teased in the interview is talk of the next region coming with Update 6, The Big River named for the River Anduin. This should be another fun area to go explore as there isn’t a whole lot written about it but we know there’s quite a bit going on there. Also coming with Update 6 are changes for the Instance Finder:
- Ability to run specific Instances
- Instance Finder will replace World Join
- Reflecting Pool will roll into the Instance Finder
- not to mention the much anticipated Warden changes
A few things teased that will be coming “soon” are:
- skirmish soldiers out in the landscape as companions
- new festival for the summer
- smaller more frequent game updates!
The couple teasers for Rohan are:
- We’re only covering the Eastern part, which explains why no Helm’s Deep
- Don’t fret, land-mass wise this will be twice as big as Moria!
- Mounted combat will be confined to that zone (I’m on a roll with predictions so far)
This is exactly the kind of Producers letter I was hoping for towards the end of last year, so I’m glad they finally pushed it out the door. Things are looking up for LOTRO that’s for sure, can’t wait to get moving on some of this stuff!
Lore-mastery: Guide to U5 instances – Fangorn’s Edge and Dargnakh Unleashed
5Well, it’s been a bit of a delayed start to the year, but I’m finally in a position to start this column up again. I plan to make my first few columns of the year guides to the Update 5 instance cluster. They’re going to be both general guides and include lore-master specific tips. I’ll be covering the small group instances from a T2 perspective and the raid from T1, because that’s what I’ve been personally doing. I know many people are quite familiar with these instances by now, but hopefully this will help some people who might have been struggling with getting the T2 hard modes or the raid.
Without further ado, I’ll start on Fangorn’s Edge and Dargnakh Unleashed. The trait recommendations and some specific strategy are from a lore-master’s perspective. Note, I had a few screenshots for this post, but the uploader seems to be broken for me atm – I will try to upload at another time.
Fangon’s Edge
Diseases/wounds? Nothing major
Stuns? No
CC required? No
Can a lore-master heal? Yes, but it’s only recommended if you have a strong tank. The last boss in this instance is easier if you don’t have a main healer (or if you have a RK that can switch to DPS), so it’s not a bad one to have a go at healing if you’re confident in your tank.
Trait setup: 4 Red, 2 blue + one other depending on the group’s needs. You are constrained from using AOE skills in the final boss so there’s no point taking 5 red. If you’re main healing, 3 blue with the limrafn pet should be sufficient, if you’re doing DPS then either the secret of tar (which is quite useful for the final fight), a 5th red, without capstone, or improved sop:command are all good choices.
Recommended pet: Limrafn if healing, bear if DPS (or raven if you have a fire RK doing DPS).
Strategy: The first parts of this fight are really quite simple. You have to play a bit of frogger to get past two patrolling columns of mobs. It’s not necessarily possible to dodge between every group that comes, so don’t be afraid to wait for a clear spot. In the lead up to the boss fights you’ll come across 3 huorns being attacked by orcs. These huorns need to be saved for the challenge condition and die quite quickly so pull the mobs off quickly either with a tank or by using a cracked earth or something. Just be sure not to root the mobs next to the huorn! Be warned that the huorn fights start at a much greater distance than you would normally aggro mobs so make sure everyone’s ready before going in to take a look.
The first boss fight, an Uruk named Undurz, is a relatively simple fight with adds + interrupts. The boss hits moderately hard but it’s nothing you can’t keep up with healing-wise as a LM provided the big 360 AOE attack is interrupted. It comes fairly infrequently so it shouldn’t be much of a problem if your tank or DPS is paying attention. Orc adds will periodically spawn near the huorns around the edge of the clearing, have the tank move over to them and pick them up, then burn them down quickly. If you’re healing, this is the time to save up your limrafn heal because the DPS will possibly take a bit of damage while burning the adds down and the tank damage will obviously be up too. Feel free to use your AOE hits here (ents is a good one) as the huorns won’t yet get hurt by you. If the tank keeps the adds near the huorns then they will help out with DPS too.
Soon after the first boss is killed, three ents wake up and you are transitioned into the two-phase final boss fight. The key to both parts of this fight is to not let the orcs hurt the ents too much becase your chances of losing an ent in the final phase go up dramatically if you let that happen. Keeping orcs from hitting the ents is the tank’s primary job in this fight (can be done by a kiting-healer in a pinch if you don’t have a tank, but that’s a fair bit harder to manage). The ents in this phase are enraged and will hit anything that’s close and/or generating threat. Don’t use any AOE skills becuase that will hurt the ents and possibly pull threat. The aim here is to keep the orcs near the ents so that the ents kill them while you’re single target DPSing the orcs down – while not generating threat on the ents. Some measure of kiting is obviously required here and there can be spike damage from lots of directions, so be prepared to use personal cooldowns. The orcs do cast a slow though, so some combination of coffee and tar will really help out a kiting tank. Also, using herb lore on incoming waves of orcs is a good idea.
In the second phase of the fight, three trolls appear and each lock on to an ent. If they manage to kill one, then you fail the challenge mode and the relevant troll will go and beat up on another ent – greatly increasing the chance of a second one dying. If the ent kills its troll, it will start hitting on another troll. The ents will no longer aggro onto players, but can still be hurt by your AOE attacks, so stick to single target damage. The strategy here is to have the tank keep the orcs off the ents (kiting is the best strategy) while the other two players figure out which ent is most in danger of dying and quickly DPS the corresponding troll down. Remember that once the ent is 10-15k morale above its troll then it should be able to win the fight on its own, so if you have a second ent that’s about to die then don’t be afraid to switch over to another troll. The trolls will never aggro onto a player except with a force taunt – so keeping a bear taunt up your sleeve for a situation where an ent is about to die is a good idea. The tank should be able to stay up with you throwing beacon of hope across, particularly if you help out through debuffing and slowing (tar) the orcs. Using a root when the orcs are in a safe spot is a good idea too.
One final thing to note is that if you do die during the first phase of the final boss fight and your party doesn’t have an incombat res available, then simply retreat and quickly run back (note that the “frogger” mobs are gone and you can run straight up that middle path). I speak from personal experience when I say that if you have a solid tank, it is possible to get back in time to continue the fight sucessfully.
Dargnakh Unleashed
Diseases/wounds? Watch out for the -fire resist wound in the first boss fight
Stuns? Yes in the final fight. Unfortunately the “stuns” in the first boss fight are actually cowers, so sop:r can’t prevent them. There are some relatively minor stuns in the first two encounters which you can protect against.
CC required? No
Can a lore-master heal? Yes, in theory, but you’d want to be pretty confident and have a VERY solid tank. If you have backup from another lore-master, captain or a DPS-traited RK then you would be fine, but it’s a fairly healing intensive instance.
Trait setup: 5 red, 2 blue, unelss healing in which case you’d want 5 blue and probably 2 yellow (improved fire lore and wind lore probably, to help reduce damage from the troll).
Recommended pet: Limrafn for both bosses if healing, if DPS then raven or bear for the first boss and limrafn for the second. The eagle isn’t a bad choice either if you’re DPSing and your tank doesn’t have a short-cooldown interrupt.
Strategy: The opening two encounters involve you trying to do damage to the big, enraged, troll Dargnakh using environmental effects while he is also being beaten up on by orcs. In the first room you have to line up some ballistae; pick up bolts, run to the correct ballistae and then right click to fire it and just watch out for orcs – make sure the tank is keeping them off you or whoever is doing the ballista. In the second room you have to pick up torches and light barrels of exploding fire at his feet. He will be fighting against some orcs though, who tend to aggro on the torch bearer, so be ready with personal healing cooldowns/pots and have the tank aggro orcs if absolutely necessary. Generally though you only want torch-bearers to go down the stairs into the main room because you want Dargnakh to stay down there fighting orcs, not aggro onto your group members – he hits quite hard. Eventually he will fall below the necessary morale level (even if you do nothing!) and you’ll break through out of the room to the first boss encounter, the Angmarin Huva.
I really enjoy the Huva fight, there’s lots for a lore-master to do and our DPS is quite well suited to it. The basic idea is that as you cross certain morale thresholds on the boss, he will wake up pairs of the healing sorcerors who are trying to keep Dargnakh alseep. Let the boss build up a good amount of aggro on the boss and then when the adds come, quickly pick one and have both the tank and DPS focus it down. As a lore-master, I recommend using herb lore on the adds when they first spawn and make sure the tank moves the boss away from the rooted angmarin, then DPS one of them down – you should be able to either kill it or outright or almost there by the time the initial root moves off. If you’re doing heavy burst damage to take the add down, your tank might lose aggro so be prepared with a bear taunt. The boss periodically does inductions to cast damaging fire puddles which should be interrupted. The adds also do healing induction which it may be impractical to interrupt, but they can be stunned so play smart with your stuns and the healing shouldn’t be too much of an issue. Also, do clear the wounds that are cast because they have the potential to increase incoming damage quite a bit.
The leadup to the final fight has another environmental effect interlude, this time you need to kill the named orc butcher to get his bucket of slops which will attract Dargnakh to certain spots on the map (they glow, it’s pretty obvious). Once you’ve repeated this process three times he will break through into the final room of the instance and one of the odder fights in the game where you finally take down Dargnakh. If you’re going for the T2 challenge condition, this fight has absolutely no DPS requirement. The only reason anyone needs to do damage to the boss in this fight is the tank, to keep aggro. The tank’s job is to position Dargnakh at the pillars in the corner of the room, which will be destroyed by Dargnak when he does his periodic (appx every 60s) AOE smash attack. While the tank is doing his thing (check out TenTonHammer’s great guide for a tip on boss and healer positioning), it’s your job to debuff and heal to the extent you can. Dargnakh does two special attacks – the 360 degree AOE smash, which has to be avoided by everyone including the tank, and a ranged rock throw. This throw does a decent amount of AOE damage, so make sure to stand away from both your other party member and your pet. Keep all of your debuffs up on Dargnakh, including wind lore, but try to time your fire lore so that it’s up for the big smash attack. I’m also pretty sure that Dargnakh does occasional stuns to the tank, so make sure to keep stun protection up because getting stunned during an AOE smash attack would be no fun. Anyway, don’t waste your power on DPS, be prepared to share if for whatever reason your healer is running low and play smart with your Limrafn’s special abilities and this should be a winnable fight (although quite a difficult one if you’re main healing!).
Episode 27 – Returning From a Long Break
1The first episode in quite a while, I’m not going to try to go over EVERY piece of news but just the main ones. As always, let me know if you have thoughts or suggestions as we move forward in 2012.
News:
This weeks topic focuses on a look back at 2011 and predicting forward to 2012.
As I mention in the show, I should be back on a better schedule here going forward.
Update 5 instances review
4Luckily for me, unlike Doc I have had the chance over the past few weeks to play through all of the new instances and 3/6 wings of the new raid. I thought I’d jot down some quick impressions and give people an opportunity to post their reviews and thoughts on the Update 5 group content.
Overall I have to say that I’m extremely impressed. This is a content update that seems at least equal to the excellent In Your Absence cluster that was released last year. The first thing that stands out is the excellent visual design of the spaces. Imo you’d be hard pressed to fault these instances from a visual perspective, the landscapes and dungeons are interesting, varied, fit well with the lore and the real space that they exist in and are just fun to look at. I particularly love how the raid begins outside the Tower of Orthanc and then you head into the various wings – being able to see the building that houses the raid really adds to the immersion factor and is a really nice touch.
The three 3-person instances are all quite varied and I enjoy the various tricks and gimmicks in them. Some people have complained about the frogger in Fangorn’s edge or the punting in the Pits, but both are very manageable mechanics with a bit of awareness and positioning. The T2 fire troll trash in the pits can get pretty brutal, but once you figure out the positioning it’s quite doable. Of the three, I think Dargnákh Unleashed is the weakest. While the first few areas and particularly the first boss fight are quite fun, the final fight is a bit of a joke. There’s literally no DPS element to the fight so if you’re a pure DPS class you have absolutely nothing to do in the fight. It’s purely a healing/tanking check, and while that’s fun to have, surely they could have put some sort of DPS element in there. The difficulty level of these instances is pitched pretty well I think. T1s are all easily puggable and very flexible on class makeup (perfect for instance finder). T2 is tougher and for a smooth run you’ll pretty much want a proper tank (including champ) and healer (including captain), but people can challenge themselves with some success with more varied groups.
The 6-person foundry is overall a quality instance, but it does have some flaws. Imo the first and last boss fights are really well done, with a lot of movement and mechanics to get used to. The amount of incoming damage in the final fight (on T2) is probably a bit low but essentially those two fights are on par with any of the fights in Sari Surma or Sammath Gul. The first fight takes a bit of learning and puts a good amount of stress on all players to perform their role – lots of aoe damage to heal, repositioning of the boss for the tank and burst DPS and lever pulling for the damage dealers. The final fight needs everyone to be on their toes and follow a plan – once you figure it out it’s more of a speed hump than a fight you’re likely to fail, but plenty of groups will take a bit of time to learn it and it does still require people to pay attention. The second fight unfortunately is a bit of a joke. It’s a straight out tank and spank once you figure out the simple positioning and it really feels mailed in. Ah well, 2/3 ain’t bad.
As for the raid, I’ve seen the acid, fire/frost and lightning wings, all on T1. Once again these are excellent visual spaces, really impressive in their design. The boss fights themselves have been at just the right level of difficulty for T1 imo, takes a bit of coordination and learning but well beatable by a raid group that isn’t top tier. The trash on the other hand seems a bit overtuned. My group, which admittedly is fairly casual and a bit disorganised, was only able to beat a lot of the trash by zerging it, something which obviously isn’t possible on T2. I simply can’t imagine how tough the acid trash must be on T2 – in between bloodlust wargs that hit like trucks, adaptation on all mobs and massive damaging exploding slugs, that’s some really nasty trash. I think people don’t mind wiping and wiping multiple times on bosses because that’s where the phat lewt is, but I think super difficult trash pulls like this are probably a bit overboard and likely to frustrate groups. Still, a minor blemish on what looks to be an excellent raid.
I’m interested to hear other people’s thoughts!






