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Veradan (Member) 5/2/2009 1:32 PM EST : Guide To Fil Gashin

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Guide to Fil Gashin


Group Composition-

This instance can be done with a variety of group set-ups but it’s important to have at least one “tank” type (ie warden, guardian, or champion). Make sure that everyone has wound and poison potions. The group should slot for AoE combat, roots, additional target threat, etc. DPS does not play a huge role in this instance but it will make things go a lot faster.


Overview-


In order to complete hard mode and get the radiance coin the group must sneak past the Orc Sentries by collecting uniforms from Chief Guards, Lieutenants, or item chests in the rooms and hallways. Only 2 Sentries can be killed during this encounter, if a 3rd is killed you will fail hard mode. If you are unintentionally spotted by a Sentry at any time, those in combat or around him will need to allow themselves’ to be defeated and retreat back to the beginning.


Collecting Chief Guard Uniforms -

Your first pull upon entering Fil Gashin will be 3-4 normal orcs and a Chief Guard. Run up to where the hallway meets the first room and pull one of the pathing orcs. Do not get too close to the Sentry or he will sound the alarm. Pull the mobs back into the hallway and kill them and the Chief Guard there. One person should now have a uniform. It’s important to note that the uniforms can be traded as long as they are not “opened”.

The person with the uniform puts it on and is now able to move passed the orcs and collect more uniforms. These are located in the hallways and rooms to the left and right – do not enter the cafeteria (directly accross from the entrance) until everyone has a uniform, doing so will start the encounter. Once you have collected uniforms from the chests and Chief Guards, and everyone has one, you can move into the cafeteria for the first boss.


The Chef –

Gather in the first hallway and have everyone put on their uniform. As a group, run past the Sentry and head straight into the cafeteria. Once inside, move into the far left corner until all the orcs have cleared out. Once they are outside its safe to move into the center of the room.

The encounter will start with a group of about 4-5 Signature orcs. Eventually they will move off to the side but kill as many as you can before this happens. After you’ve battled with the orcs, The Chef will come down, at this point, whoever is tanking can grab agro and all dps should go on the boss. At a certain point the orcs that stepped off to the side will join back into the fight, everyone except for the person tanking should jump off of the boss and kill the adds. Once the adds are down, get back on the boss and finish him off. The only effect of note that he does is a small wound that can be healed through. If you have an LM to remove wounds that helps but save your wound potions if you can.

 
Getting to Commander Greb –

Once the Chef is dead, the far left door will open and there will be a barricade. Approach the barricade and start the talking sequence. After the Lieutenant has talked to the Sentry, approach the barricade again. This will trigger the Sentry to sound the alarm. Pull all the mobs back into the cafeteria, including the Sentry, and kill them there. You will get some Lieutenants as well, which will do fellowship maneuvers against you so keep an eye out for poison effects and remove them whenever possible.
 
Once the path is clear move up one flight of stairs. Have everyone wait while one person goes up the second flight of stairs and pulls the next Sentry. This will be the same fight as before – pull the mobs down the stairs, including the Sentry, to the rest of the group and fight them there. Once the Sentry is dead the path will be mostly clear to Greb.
 
Move up the second set of stairs (where you pulled the sentry) and take an immediate right and then another right. At this point you should open a door and there will be two orcs pathing on a walkway. Kill them and move up to the second door and open it. On the other side will be a patrolling Sentry, two orcs on the left and doors on either side of the hall. Once the Sentry is heading around the corner, pull the two orcs on the left hand side back to the group and kill them on the walkway. A simple tactic I use at this point is to open the door on the left and if there is a Lieutenant in the room pull him back onto the walkway as well.
 

Commander Greb –

Wait for the Sentry to path back and then, as a group, run into the right side doorway. Once inside move to the back of the room. Commander Greb has three phases – during the first phase have the tank grab agro and dps him down. During this fight, watch for a wound that sets you on fire - if you have this wound do not get close to a powder keg or it will explode and make sure to remove the effect as soon as possible. Once the second phase starts he will have a damage reflection buff up when he says, “I’ll return your puny blows!” At this point it’s important that no one does any melee damage to him (ranged and tactical damage is ok) or they will take a lot of damage and probably die. Whoever has agro can kite Greb around the room until the damage reflection buff wears off, at that point you can dps him until he goes into phase 3. This is when it gets a little tricky, when phase 3 starts the two Lieutenants will attack. You’ll want to burn down Greb as fast as you can before starting on them, just make sure that they stay off the healers. Keep a look out for poisons (from their fellowship maneuvers) and wounds. Once Commander Greb and his Lieutenants are dead you should have 2-3 Lieutenant uniforms.  Make sure to loot the chest with the key inside – it’s a good idea for one or two people to pick it up.

 
Collecting Lieutenant Uniforms –

Designate one person to run around and collect Lieutenant uniforms, which you can get from chests or other Lieutenants in the hallways. Everyone else should stay against the back wall in the room where you fought the second boss. Once everyone has a uniform, make sure that the old Chief Guard uniforms are discarded, they are no longer of any use. Put on the Lieutenant uniforms and then head back to the stair well where you came up from the cafeteria (a left out of the room and then straight over the walkway) and go up another level. Open the door and run passed all of the orcs. Run straight ahead, through another door and down a hall and you’ll come to the final boss, General Thalug. Make sure everyone stops at the doorway.
 

General Talug –

This boss has 3 phases as well. You’ll notice an archer on his left and a fire-fist on his right. Once you start up the boss the archer will begin laying down traps. During the first phase the General will be invulnerable to all damage. In order to hurt him you must wait for the archer to lay down a trap and then have the tank drag the boss into it. Once you drag him into the trap he’ll be vulnerable to all damage types. Keep dragging him into traps and pouring dps on him until he goes into phase 2.

When phase 2 starts, the fire-fist will come into play. The best strategy that I have found is to kill the fire-fist close to the boss and then drag him into a trap. It’s at this point that you need to watch out for wounds. Having someone on the archer that can interrupt is a big help here, as the archer will shoot a flaming bolt at a random target. If that target has oil on him (an effect that happens when you are next to the fire-fist when he dies) then they will get a nasty wound. Use wound potions and salves as much as you can here. Once the boss gets covered in oil (from the fire-fist being killed close to him) and is dragged into a trap, he’ll once again be vulnerable to damage. Do not use fire attacks here or the trap method will be ineffective and it will take a lot longer to get him to phase 3. Once he goes into phase 3, continue watching for wounds while you finish off the General, no tricks for this phase. After the General and adds are dead you have officially completed hard mode, congradulations!


Cliff Divers of Middle Earth - Meneldor
Valandor of Gondor - 65 Champion - KSM Armsman
Veradan of Gondor - 65 Captain - KSM Tailor
Vernora of Gondor - 51 Guardian - KSM Jeweler
Kaliela of Mirkwood - 65 Hunter - KSM Metalsmith

Endeavor - Elendilmir
Vernora of Gondor - 65 Guardian - KSM Scholar
Velindir of Gondor - 65 Lore-master - KSM Jeweler
Loreta of Mirkwood - 65 Rune-keeper - KSM Tailor

Noobing it up since 2007.
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Veradan (Member) 5/6/2009 2:53 AM EST : Guide To The Forges Of Khazad-Dum

Veradan
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Guide To The Forges

Group Composition –

This instance can be done with a variety of different group setups but I believe the best group composition is heavy on dps and crowd control.

 
Ideally you should have:

1 Minstrel or Rune-Keeper to heal
1 Tank type (Guardian, Warden, or Champion)
1 Champion
1 Hunter
1 Captain
1 LM, Burglar or a 2nd Hunter.

 
Overview –

To complete hard mode and get the radiance coin you must fight your way to the bottom of the forge and defeat Krankluk in 40 minutes or less. The timer starts once you engage the first boss. It’s important to note that you’ll receive Water Pouches off most of the Orcs. Make sure that everyone has at least a few of these in their inventory throughout the entire instance – each boss has a fiery wound effect that can only be removed with these pouches.

 
Using The Powder Barrels –

In order to reach the first boss you’ll need to clear a path through several groups of Orcs. Start working toward the right and clear the mobs until you reach the first Black Powder Barrel, which should be flashing. At this point it’s a good idea to designate someone to handle the barrels, preferably someone that won’t have agro (i.e. a Hunter, LM or Capt). Pull the group of Orcs directly to the left of the barrel. When the last Orc in the group is down to about 2k morale, have your designated barrel person pick up the powder keg and run it to the open doorway on the right. This will cause the passage to collapse and, besides a couple of stray Orcs, stop any other mobs from coming through.

Continuing down the pathway, past a gated doorway on the right, you’ll see the last group of Orcs and another flashing barrel. This time, have the designated barrel person pick it up right after the Orcs are pulled and run it to the door, blocking more adds from coming in. After the remaining Orcs are finished off, go back to the closed door, which will now be open, and head through and to the left. At this point you should be gathered on the ramp overlooking Narku. Make sure everyone has at least 6-8 water pouches before you start and take 5 minutes or so here to explain the rest of the encounters. Once Narku is started it will be one fight right after another until you’re done, so there will be no time for any more in-depth explanations. Also, it will save time to leave the chest looting until the end when you’ll have time to come back up.


Narku –

Have the tank run in and engage Narku to start the encounter. Everyone else should follow the tank down, make sure that no one is standing on the ramp or there is a possibility the encounter might reset – which is never fun. The strategy for this fight is pretty simple, dps Narku until you get a wave of adds. Everyone except for the tank should then kill the adds, getting back on Narku once they’re dead. While all of this is happening, you’ll need to keep an eye out for a couple things. First, there will be bursts of aoe fire that randomly pop up on the floor and do about 200-400 every tick – if you are taking damage from one of these, simply move to a spot with no fire. Narku also has a special attack - when he calls out someone's name and says "I warned you", whoever he is targeting has about 3 seconds to run around the center pillar and break line of sight, otherwise they will get hit with 2000k -3000k which can obviously cause some problems. Once Narku is down, start moving to the second boss.

 
Dhaub –

Move down the ramp on the left side of the platform and take an immediate left. Follow the tracks around and down until you reach the second level. As you’re running down there will be slave trolls traveling along the tracks which will stun and do some damage. These should be little more than a nuisance but are worth mentioning. Once you get to the 2nd level ramp, gather up at the bottom and slightly to the right (stay off the track or you’ll get run over). Do not move any closer to the middle of the platform until everyone is together – once the encounter starts, boulders drop down and will trap anyone who is not on the platform. Once everyone is together, move to the center and start it up.

This one is a little tricky. You’ll notice 6 doorways that are off to the left and right (3 on each side), several glowing barrels scattered around the platform, and Dhaub up above. Dhaub will not come down until you have closed off all the tunnels - to do this you must designate one person (anyone but the main tank) to run the barrels to the open doorways. Everyone else will be keeping an eye out for adds – particularly the goblin bombers. Once 3 of the doorways have been closed, two trolls will come out. They are mezzable, rootable and tankable – the goal here is to have one person tank the trolls (or keep them mezzed and rooted) while another tanks Dhaub. Under no circumstances should you use any type of fear. If you use fear there is a good chance of sending a troll down a ramp and resetting the whole encounter and possibly bugging the entire instance. Don’t worry about killing the trolls, just keep them busy – everyone else should jump on the Dhaub and burn him down. If the trolls do end up getting close enough, Dhaub will get a 30 second buff that absorbs damage, so it just makes it easier to keep them apart. Again, make sure to use a Water Pouch if you get a fiery wound. Once Dhaub has been defeated, take out the trolls and move down the ramp. Take an immediate right off the ramp and head down.


Thrug -

Between the 2nd level and the bottom you'll have one group of Orcs to fight. Once you get to the bottom you'll see the 3rd boss off to the left and there will be a flame shooting out the side of the forge. Have the tank go first and grab agro on Thrug. This is a straight forward fight, just put all your dps on him and make sure to use the Water Pouches when you get a wound. Once he's down you're ready for the final boss, Krankluk.


Krankluk -

This fight has 4 phases. The first 3 are similar, you'll start the fight with the tank grabbing agro on Krankluk and everyone else taking care of the trolls. It's easiest to fear or mezz one of them and work on one at a time. After the trolls are down, dps on Krankluk until he goes into his second phase. He'll run off and another 2 trolls will appear, same situation here - fear or mezz one and work on them one at a time while the tank keeps Krankluk busy, then dps the boss until he goes into his next phase. Phase 3 is exactly the same as phase one and two except he now uses a special attack. Periodically he will call out someone's name and that person will get a red eye over their head. When this happens that person will need to stop attacking/healing (even auto-attack) or they'll get hit with 3000k damage. One important thing to note: during all 4 phases, keep an eye on his power drain and interrupt it whenever possible.

Once Krankluk goes into his 4th and final stage, you'll want everyone in the group to gather at one of the corners while he runs off to do his thing, it doesn't matter which corner it is as long as everyone is together. Once Krankluk starts the forge up it will shoot fire out in front and behind, leaving a space in between the plumes. The plumes will rotate around the forge and so you'll have to be constantly moving to keep out of the fire. If you get caught in the fire it will kill you in a matter of seconds so keep an eye on it. During this phase he'll summon one last troll to help him, if possible try and keep the troll mezzed or feared the entire time and have everyone work on Krankluk. Just keep shooting and scooting around the forge until he goes down. Once he's defeated, the fire stops and you can finish off the last troll. All that's left to do is loot the coin and the rest of the chests that you left up top! Congradulations!


Cliff Divers of Middle Earth - Meneldor
Valandor of Gondor - 65 Champion - KSM Armsman
Veradan of Gondor - 65 Captain - KSM Tailor
Vernora of Gondor - 51 Guardian - KSM Jeweler
Kaliela of Mirkwood - 65 Hunter - KSM Metalsmith

Endeavor - Elendilmir
Vernora of Gondor - 65 Guardian - KSM Scholar
Velindir of Gondor - 65 Lore-master - KSM Jeweler
Loreta of Mirkwood - 65 Rune-keeper - KSM Tailor

Noobing it up since 2007.
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Veradan (Member) 5/6/2009 6:14 PM EST : Guide To Skumfil

Veradan
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Guide To Skumfil

Group Composition –

AoE and high DPS are a must, Champions, Lore-masters, and Hunters work really well here. Of course you’ll need to have healing and it’s nice to have a Guardian or Warden to hold some of the agro but at least 4 spots should be devoted to DPS classes.

Ideally you should have:
 
1 Minstrel or Rune-Keeper to heal
1 Guardian or Warden
1 Champion
1 Hunter
1 Captain
1 LM, Burglar, 2nd Hunter or 2nd Champion

Overview –

In order to access this portion of the instance, at least one person in the group must have completed the Stinking Ward quest (not included in this walkthrough) and obtained the key. To complete hard mode and get the radiance coin you must fight your way to Hwadrim through constantly respawning spiders. This only takes about 15-20 minutes but it’s a fairly intense fight the whole way.

Into the Lair –

Before heading in, make sure to set up a DPS assist window so everyone can be working on the same target, this is very important and can mean the difference between winning and wiping. I’ve found that a Champion is an ideal assist target here, but anyone that understands target selection will be fine.

After entering the instance head straight and take a short drop off the first ledge onto the ramp there. This will avoid having to pull the Kergrim at the top of the ramp. Kill the spiders at the bottom and open the door. Inside you’ll see spiders everywhere. Make sure that you only go in far enough to see the pathing guards – no further – pulling any of the Guards here will pull everything at once. Around the corner to the right you will see a group of Tenders, once the Guards have pathed away from that area have everyone hug the wall and run into the far right hand corner, dragging any Tenders with you. The objective here is to keep moving. As you fight the Tenders you will most likely get a Guard or two that will agro as they pass by, this is ok – just keep working on Tenders until you’re down to 1 or 2 Guards/Tenders and then move to the next spot. (Personally I prefer to keep the DPS assist target as the Guard spiders and let the Champ/Hunter/LM AoE’s take out the Tenders.)

When you’re ready to move, hug the wall and advance into the next corner where you’ll have another group of Tenders. Continue hugging the wall, clearing spiders and moving when you can until you end up behind Hwadrim. At this point you should be able to move just behind her, against a tall pile of filth. This position should give you a short break from the Tenders before you pull Hwadrim. As soon as you’re out of combat, lay down a fire, eat food, etc. because you won’t have a lot of time before the next Guard comes along.

Hwadrim –

Once you’ve regained some power it’s time to start on Hwadrim. Have you’re tank run around the corner and grab agro. After she’s been pulled, any Tenders or Guards you kill will not respawn. Keep the tank on Hwadrim the entire time – everyone else should be busy keeping the adds under control. If possible, fight with your backs pointed toward an empty area – she kicks, and if you get unexpectedly tossed into a group of spiders, things could end up very badly. Once you have the adds under control, shift DPS onto Hwadrim. It’s important to note here, that if you get into trouble you can pull the Tenders to her and she’ll eat them – it restores some of her morale but it’s worth it if you’re getting behind with adds.

Once you have taken her morale down enough she will stagger away and exit combat for a minute and go into phase 2. When she comes back there will be a few minor adds with her but nothing unmanageable. At this point, and for phase 3 as well, she will occasionally drop a pool of acid below her. There’s an animation and a few seconds later a bright green cloud will appear beneath her. Make sure that you are not standing in the puddle – it will do 800-900 every tick. Simply move a few steps in one direction and continue with DPS until she does it again. She will have one more phase change when she’ll stagger back and return but the rest of the fight is pretty much a combination of keeping adds under control, dodging the acid pools and putting as much DPS on Hwadrim as you can until she is finally beaten. Once she’s down, you’re free to loot the coin!



Cliff Divers of Middle Earth - Meneldor
Valandor of Gondor - 65 Champion - KSM Armsman
Veradan of Gondor - 65 Captain - KSM Tailor
Vernora of Gondor - 51 Guardian - KSM Jeweler
Kaliela of Mirkwood - 65 Hunter - KSM Metalsmith

Endeavor - Elendilmir
Vernora of Gondor - 65 Guardian - KSM Scholar
Velindir of Gondor - 65 Lore-master - KSM Jeweler
Loreta of Mirkwood - 65 Rune-keeper - KSM Tailor

Noobing it up since 2007.
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Veradan (Member) 5/29/2009 6:38 PM EST : Guide To 16th Hall

Veradan
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Guide To 16th Hall

Group Composition –

This instance can be completed with a wide variety of group compositions but I highly suggest having at least one Captain, one Hunter, and one Champion or Warden in the group.

Ideally you should have:
 
1 Minstrel
1 Guardian or Warden
1 Champion or Warden
1 Hunter
1 Captain
1 LM, Burglar, 2nd Hunter, 2nd Champion, or RK

Overview –

This is one of the longer instances but not necessarily the most difficult. To get the coin you need to beat The Lost One without killing any of the bugs in his chamber. Getting to The Lost One is fairly simple and straight forward but there are a few tricky pulls along the way. In the interest of keeping this guide as fluid and easy to read as possible, I’ll only be describing the tricky pulls and boss fights. The rest is up to you! Make sure that everyone has disease potions, power potions and morale potions.

Tramug –

To get to Tramug you’ll need to clear your way through a lot of Globsnaga, this will take you through a few passages and over a bridge. When you come to a large set of stairs everyone should stop halfway down while the person pulling will go to the bottom. Wait until the pathing Globsnaga is on the opposite side of the room from the staircase. Once he’s far enough away, pull the Orcs that are directly around the left corner and drag them all back up the stairs. You should only get about 4-5 here and once those are down you are free to move. Don’t worry about the rest of the Orcs in the room, hug the left wall and follow it around until you get to the guards at the hallway entrance. Run through into the hallway and drag the Globsnaga with you.

You should now be in a hall looking into Tramug’s room. It’s important to note that, if you’re careful, you’ll only need to pull the right hand side of the room here. Have everyone except for the puller stand up near the curve in the hallway. Once the roaming Curse-Shouters have reached the back of their pathing, pull the Orcs closest to the door and run them back to the group, getting them out of the room and into the hall. When you’ve taken care of the first pull, set up for the second pull the same as before with everyone in back. Once the Curse-Shouters are at their closest point to the door, pull and run them back into the hallway. After they’ve been eliminated, move into the room and stay to the right, this is where you will fight Tramug. Kill the remaining archers at the far side and get ready.

During this encounter Tramug will leave puddles on the floor that will cause AoE damage if you stand in them – if you are in one, simply step out of the puddle, but make sure not to move into agro range of the left side. Whoever is tanking will start off by dragging Tramug to the back of the room where you came in at. As Tramug drops his AoE the person tanking will need to lead him around, moving back and forth along the length of the room and staying out of the puddles. After Tramug has been pulled, everyone else will focus on his two servants until they are down and then put all dps on Tramug until he’s dead. Loot the chest and then line up directly across from the left side doorway. Wait until the pathing Orcs are all the way to the right and then run through.

Dhurz –

From here on out you’ll need to watch for Bloated Globsnaga (they spawn crawlers) and not run into them. Again, you’ll clear a path through Glabsnaga until you reach another set of stairs. Set up the same as before, everyone come down about half way and the person pulling goes to the bottom. Wait until the pathing Orc reaches the far side of the room and then root pull the first Orc at the bottom of the stairs and run back up. Again, you should get about 5 or so per pull. Clear the room out, one pull at a time, until you get to the opposite hallway. While you’re in the room, keep a look out for Crazed Globsnaga and kill them as soon as they pop up. Head into the hallway and fight the guards there.

You’ll now have two rooms, one on either side. Each one has a lever and a bunch of Globsnaga. Everyone should stand in the main hall just around the corner from the two hallways leading to the lever rooms, this will force the archers to get into melee range. Root pull one room at a time and fight them at the hallway junction. As soon as the rooms are clear, pull the levers and the door to Dhurz will open. Enter the room, hug the right wall and move to the door on the opposite side – this is where you will fight him.

When you’re ready, have whoever is tanking start him up. The tank should face the center of the room with their back to the door, which will put Dhurz facing toward the door – this is to minimize his knockback. At this point you should have your Champion or Warden concentrating on the most important job, which will be interrupting every induction possible – he has a power drain AoE disease that you do not want to go off. The rest of the group can move to the center of the room and their job will be to DPS Dhurz and keep an eye out for Crazed Globsnaga that will pop up periodically. It’s important to kill the Crazed as soon as possible – if you get both the morale drain from the Crazed and power drain disease from Dhurz it’s going to make this fight a lot more difficult then it needs to be. Once Dhurz is down, the door will open and you can start heading toward The Lost One.

The Lost One –

In order to get to The Lost One from Dhurz’s room you’ll need to clear out some bugs. It’s ok to kill these and in fact you have to clear the queens in order for the last door to open. When fighting the queens, go straight for them – don’t worry about the little bugs unless they start interrupting your minstrel, just use AoE skills whenever they’re up. Fight with your back against the wall if you’re on a ledge, they kick a lot and if you’re knocked off it can be trouble. Head down the series of ramps and once you’ve taken care of the last queen, a door will open. Drop down a tunnel and at the bottom you’ll see The Lost One.

At this point you’ll want to take off all reflective gear and remove AoE skills from your hot bar and designate everyone’s job during the fight. Killing 1 bug will lose hard mode and all the work that went into getting to this point will be for nothing. The room that you fight in is circular in shape with 4 platforms where mushrooms will spawn. There are a few different methods that can be used but I will stick with the one that has always worked for me on a consistent basis.

Everyone in the group will have a specific job to do. A tank type (Warden, Guardian, or Champion) will be tanking the boss and interrupting his large attack (when he raises and holds his left hand over his head for 2-3 seconds). A Minstrel, Warden, or Guardian can kite around the bugs (typically I have the Guardian or Warden do this). Ranged DPS such as Hunters, LMs and RKs will be on the boss most of the time – occasionally helping with mushrooms if needed. Melee DPS such as Captains, Champions, Burglars or LMs will be on mushroom duty.

The mechanics of this fight are fairly simple but everyone needs to be doing their job to be successful. Start the fight by having the person who will be kiting the bugs run followed by the person tanking the boss who will force taunt The Lost One. During the entire fight, whoever is running the bugs will only want to stop long enough to use another force taunt whenever possible or to pop conviction.

While the bugs are being kited around the room, the Hunters and RKs can start DPS on the boss. Mushroom people should be running around looking for mushrooms that pop up and killing them as soon as they appear. If at any time the DPSers or mushroom folks get agro from anything, stop what you are doing and kite the agro around.

Keep killing mushrooms, kiting bugs and interrupting The Lost One while the ranged DPS work the boss down. Once he’s dead, it’s safe to kill the bugs. Congratulations, you’ve completed 16th Hall!



Cliff Divers of Middle Earth - Meneldor
Valandor of Gondor - 65 Champion - KSM Armsman
Veradan of Gondor - 65 Captain - KSM Tailor
Vernora of Gondor - 51 Guardian - KSM Jeweler
Kaliela of Mirkwood - 65 Hunter - KSM Metalsmith

Endeavor - Elendilmir
Vernora of Gondor - 65 Guardian - KSM Scholar
Velindir of Gondor - 65 Lore-master - KSM Jeweler
Loreta of Mirkwood - 65 Rune-keeper - KSM Tailor

Noobing it up since 2007.
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Silmarilos (Member) 5/30/2009 8:36 PM EST : RE: Guide To 16th Hall

Silmarilos
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I just wanted to add that if you are fortunate enough to have 2 tanks (IE Guard + Warden) in the fight against The Lost One, the warden can be very effective at kiting the bugs.

All a warden has to do is run around and spam conviction (Using double gambits the warden need never hit any enemy once the entire fight, they can just hit [Shield-Fist] + [Shield-Spear] + [Minus 1 Gambit Slot] + [Fist-Shield] and you will hit conviction.) After 4 or so convictions you will have every bug in the room on you and if the guard is hitting the lost one, you will not pull aggro off.

I feel like this is the most effective strategy as the healer can then stand and heal and the warden can assist with heals (close to 140 morale) every 3 seconds.
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Veradan (Member) 11/24/2009 8:24 PM EST : RE: Guide To Grand Stair

Veradan
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Guide to Grand Stair


Group Composition-

This instance can be done with a variety of group set-ups but it’s important to have at least one tank type (Warden or Guard) and a lot of DPS.  Bring fear & wound potions if you don’t have a Captain or LM and it’s good to have a root (rain of thorns or LM root) handy.

Overview-

To complete hard mode and get the radiance coin the Devoted has to remain alive. In order to do this you have to reach Naldur, the second boss, within 10 minutes from the time you start the first boss and then keep the Devoted alive during the last fight with Igash.


Boss 1 –

When you enter the instance, head down to the bottom of the stairs and stop at the drawbridge.  After he and Naldur do their scripted talking, the bridge will drop and the clock will start. This is a very straight forward fight - just have the tank grab agro and everyone else DPS him down as fast as possible. The only thing you’ll need to look out for is a fear effect that he gives everyone in the group. When this effect comes up its important that people either take a fear potion or a Captain musters immediately, otherwise, a few seconds later,  he will say the phrase “Feed Me Your Fear!” and then steal morale from everyone in the group and heal himself up. This will slow down your progess getting to Naldur so it’s important to get rid of the fear effects.
Once the first boss is down, take the path to your right and follow it down a flight of stairs to a crossroad with a torch in the middle. Continue straight through across the bridge and then take another right down a second flight of stairs until you reach the kennels. There will be several Lurkers and some Warg-Riders along the way, take care of any mobs while you go but keep up a quick and steady pace.  
Upon reaching the kennels, there will be 2 sets of 4 riders that you will have to fight your way through to get to Naldur. Fight the first set at the bottom and then take the path to the right across another bridge that leads to the second set. If at any time you get a message that appears – it’s an indicator that you have 5 minutes left.

Just past the second set of riders there’s a staircase leading to Naldur’s platform. One trick here is to pull the set of riders and then have one person run up the stairs. At the top there will be 3 sets of Uruks, hug the left side and move to the base of the stairs where Naldur is standing. You will pull one set of mobs but make sure that he starts his scripted talking before you run back to the group, feign death, or hips. Once he’s activated, the timer stops and there’s no more need to rush. Continue fighting up until the group reaches the top of the stairs and then pull the Uruk groups one at a time. Once they are clear, you are ready to fight Naldur.


Naldur  –

Move onto the platform and have the tank start the fight. This is a really simple and easy fight. The only thing that you need to be careful of is that he occasionally throws anyone in melee range, so make sure there is plenty of room to land in case people get tossed back. Once he’s down, loot the chests and head back up towards the entrance where you fought the first boss.

 
Igash  –

From the entrance to Igash is a straight line, so once you get back up to the top where you fought the first boss, head across the drawbridge that leads away from the entrance. Coming up from Naldur, you will take a right once you reach that platform and it will lead onto a bridge with a roaming archer and 3 Orcs  at the end. After fighting your way through 2 sets of Orcs and a couple of Lurkers you’ll end up at the top of the stairs. In front of you will be 6 Orcs, 3 ranged and 3 melee.  Once these mobs are down you are ready for The Devoted and Igash.
The tank (Warden or Guardian) will hang out in the back by the stairs and keep The Devoted and the two archers busy. However, you must not kill The Devoted… only keep him from running all over the place and try and keep the archers away from everyone else. The rest of the group will move into the main room and fight Igash.

The best strategy I’ve seen is to kite him around the throne. He hits much too hard to tank him straight out. Hopefully a heavy armor wearer will keep the agro, but if a hunter or someone else gets agro just run him around until you lose it.
There are a few things you will need to watch out for during this fight. The first is the rend wound, you’ll want to remove it as soon as you can if you get one. Second, he will say “The fire swells for you!” and lay a fire on the floor which you will want to move out of immediately. Last, and most important, you’ll need to watch out for his attack after he says “Let the darkness crush you!” It’s an aoe attack that does approximately 2000 damage and stuns, which can wipe a group if it crits or someone is low on morale.

Once he’s down, you are free to loot the chests. Congratulations!


Cliff Divers of Middle Earth - Meneldor
Valandor of Gondor - 65 Champion - KSM Armsman
Veradan of Gondor - 65 Captain - KSM Tailor
Vernora of Gondor - 51 Guardian - KSM Jeweler
Kaliela of Mirkwood - 65 Hunter - KSM Metalsmith

Endeavor - Elendilmir
Vernora of Gondor - 65 Guardian - KSM Scholar
Velindir of Gondor - 65 Lore-master - KSM Jeweler
Loreta of Mirkwood - 65 Rune-keeper - KSM Tailor

Noobing it up since 2007.
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