Showing posts with label instances. Show all posts
Showing posts with label instances. Show all posts

Sunday, 8 July 2018

Instances: Angmar Cluster

Angmar is where the major confrontations with the Witch-King's minions take place in Volume 1 of the Epic Quest, and likewise, the instances here are also epic.

Barad Gúlaran - 6 person instance (level 50)

Barad Gúlaran

The shortest instance, Barad Gúlaran is a fortified tower in the barren wasteland of Angmar where the Witch-King and his servants studied dark arts.

Forvengwath's chamber

The first boss, Forvengwath, is at the end of a large hall with a fiery floor. Go around the sides and defeat his guards. He casts a strong aura of dread, so hope tokens may be helpful. He also summons minions who will heal him if they reach him.

There is a side-hall to the west with stairs leading up to a library. In there is Coblaith, the Gúlaran Sorceress. She drops a piece of Withered Parchment with tips on defeating the Rogmul, and a Staff of Dark Shadows which will also weaken him. On the east, is another library with Afraig, the Gúlaran Sorceress. She also drops a Withered Parchment and a Scroll of Ruin to use against the Rogmul.

Upstairs leads to the Solar, partially open to the sky, where the wraith Castellan Wistán presides. The sense of dread increases as the fight goes on, so burn him down quickly. He drops a Castellan's Chest Key to open the chest beside him. Inside is the Horn of Arnor and a Withered Parchment, for weakening the Rogmul, and the Key to the Summoning Chamber.

The Summoning Chamber

The Summoning Chamber is beyond the doors Forvengwath guarded. Inside, Múlvuirë the High Sorceress has Udúnion the Rogmul bound. He fought with Thaurlach during the Breaking of Thangorodrim at the end of the First Age, but was captured by wizards and banished to the realm of shadow. Now he seeks freedom.

When you approach, Múlvuirë cries that we're all doomed if Udúnion gets free. Then she guesses that you have a powerful staff and she wants it, so she sends her three Caretakers after you. When that doesn't work, she sends tormented spirits and then attacks you herself.

As soon as she is defeated, Udúnion starts casting streams of fire, so avoid these as well as the fiery immolation zone in the middle of the room. When he calls out his signature ability, get to the appropriate sigil on the ground, use the item to interrupt him, and cleanse any debuffs he applies or it is instant death.

When he calls:
  • "Shadow take you!" - use the Staff of Dark Shadows on the West sigil.
  • "Burn!" - use the Horn of Anor on the North sigil.
  • "Come dark fire!" - use the Scroll of Ruin on the East sigil.

This is a tricky battle with precise timing required. The events can happen very quickly so stay alert.

Carn Dûm - 6 person instance (level 50)

Carn Dûm seen from near Tármunn Súrsa
Entrance to the instance

Carn Dûm is a massive fortified city in the north-west of Angmar that was the Witch-King's strong-hold, and is still controlled by forces loyal to Sauron. The instance is part of the city and is accessed by winding streets full of trolls, orcs, goblins, wargs and Angmarim who don't take kindly to visitors (or, via the instance finder).

There are several short-cuts to various areas if you have the right keys.

Once inside, the path leading towards the castle is blocked by a gate that requires the Ornate Grate Key. Without that, take the path to the left heading down to the huts in the Slave-pens near the toxic water.

Head downhill towards the Slave-pens

In the cliff-face is an iron gate which requires the Iron Grate Key. Without that, take the ramp nearby past the Fell-water Source to another iron gate guarded by Urro. Defeating him unlocks the gates to the Carn Dûm Sewers.

The sewers are home to leeches and stealthy hornblowers on the raised platform. The passage way opens onto a ledge where trolls and pale-folk are mining the cliffs under Angmarim supervision. Be careful not to get knocked off the ledge! Eventually there is a Gorthorog Guardian and when he is defeated you hear Baraschal call out. Fight past the Guardians and eventually the path will lead up to Baraschal himself.

Baraschal's Domain

He causes dread and tries to heal himself and knock you back. When defeated he drops the Ornate Grate Key.

Head back down. There's a place where you can drop off one platform onto a platform below it with two doors - the one on the left says "Gate" and the one on the right says "Ornate Grate". The Ornate Grate door will take you back into another part of the Sewers, with bigger leeches and Merreveil. One path leads you to some optional Merreveil elites (Bolgrukh, Zûrtith and Tarbâm), the other path leads to a large underground chamber with Helchgam in the middle.

Helchgam

Defeat any tentacles and make your way around the pool to the other side of the cave. He pulls down a pillar and you can get close enough to damage him, but once he grabs onto the floating pillar its time to get back to shore, before he pulls you under along with the pillar. Defeat more tentacles near the next pillar and then he pulls that one down for you to attack him. After a few pillars you should be able to defeat him.

Exit via the tunnel on the opposite side of the cave from where you entered. It will take you back into another part of the Sewers then follow the left path, but when you see the door that requires an Iron Grate Key, turn right towards the entrance to a ruined tower.

Iron Grate door to the left, ruined tower to the right

Climb the stairs until you see the torches with a gate at the end of the hall, hear Sálvakh talking and see pale-folk. Clear the side rooms. Approach the boss and he will call some Angmarim to help him. Once defeated, the gate opens revealing another door behind it.

The door opens to a courtyard ahead with Avalgaith surrounded by High Priestesses. There is also a path leading uphill to the north and a path leading south towards some Angmarim guarding a housing area. Go north to a cave with Merreveil and Azgoth. She causes dread and drops the Iron Grate Key which will be useful. Return to the edge of the courtyard. If you have the quest to rescue Erscin, take the path south to the Duvárdain Quarter. If not, or once completed, enter the courtyard but stay away from the boss.

Avalgaith (the Cargûl in red) surrounded by priestesses and mobs

Clear out the Gorthorog and other mobs around the edge first. When you approach the boss, he will call on the healers and become invincible and cast an aura of dread. Attack a priestess and she will summon several pale-folk and then join the attack herself. Once all priestesses are defeated Avalgaith will attack. He has the Terrible Retribution buff - he will reflect Shadow damage at anyone who uses Common, Westernesse, Ancient Dwarf or Fire damage. Once defeated, a small gate beside a banner opens.

The path winds between some buildings then out onto a wide street with a gate that requires the Ornate Grate Key to the south (leading to the entrance), and a gate requiring the Iron Grate Key to the north (leading to the castle). Head north.

Tárlakh guards the inner gate to the castle. He summons waves of Angmarim from behind you then attacks. You enter the castle and come into a room full of occupied cells. The door at the end of the room is locked. Clear out the cells and Târlug will come through the locked door to investigate. Stairs lead to a similar room but the cells are empty, and there is an aura of dread. Mormoz and several Merreveil hang from the chandelier in the middle of the room! Focus on Mormoz because when the Merreveil take damage and drop down they run to the cells and summon bats.

Continue upstairs. Rodakhan is sleeping on the floor in the middle of a chamber, with Angmarim and Dúvardain in cells around the room. Defeat them first or she will summon them to aid her. When she is almost defeated, she becomes invincible and collapses. Múra then comes and heals her to full health. Defeat Múra then defeat Rodakhan.

Rodakhan at rest

Continue upstairs and Gúrthul the wraith waits ominously in the middle of the room. He has the Terrible Retribution buff and an aura of dread and splits into 6 spirits that attack one by one, each calling out a particular class to stun for 30 seconds. After the 6 spirits, Gúrthul reforms in the middle and can be defeated.

Continue upstairs and you come to a hallway, with a door to the right. The long hallway to the left leads to another door that opens to the Witch-King's Watch, a balcony that looks out over Carn Dûm.

View from the Witch-King's Watch balcony

Once you reach that door, turn around and open the doors along the corridor. A group of Angmarim, then bats and Morroveil, then Gorthorogs and a Cargûl will come out of the side rooms. After the Cargûl, the final door will open to reveal the Witch-King's throne room.

Seat of the Witch-King

Mordirith is on the throne. He is impressed you made it so far, but he wants to prove he's stronger. Make sure you have hope tokens for this and possibly power potions. He goes through many phases, splitting into different forms at times: ghosts, crawling hands, forest-trolls, giants. Some forms will try to knock you back into the lava. Eventually he calls on Mordor for aid and the pattern of the Eye of Sauron glows on the floor and he gains a strong dread debuff. He summons several fallen spirits and tries to remove any hope effects so that you'll be weakened. Use defensive cooldowns if needed and burn him down.

Urugarth - 6 person instance (level 50)

Entrance to Urugarth

Urugarth is a fortress on the outskirts of Carn Dûm, home to some of Angmar's armies.

Near the entrance

Upon entering, there are three paths: A bridge on the left, a bridge in the middle and a path leading uphill towards the entrance on the right.

The bridge on the left is guarded by a few goblins. Across the bridge is a flock of birds and two Uruk bosses, Sorkrank and Burzfîl. They summon more birds during the fight.

The path on the right leads to Dushkâl's Lair, the feasting-hall of Dushkâl, the leader of the Krahjarn trolls and his followers. He summons a few allies who try to smash you with their giant maces.

The bridge in the middle will take you to Akrûr, the leader of the goblins, who tries to heal himself. Once defeated, a gate opens on the left beside his platform and leads you onwards.

Akrur's Throne; left gate to Lhugrien's Roost, right gate to Gríshakrum
Lhugrien's Roost

Some goblins stand on the bridge until they are incinerated by Lhugrien returning to roost on the mountain beyond. Defeat the hatchlings and wardens, then Lhugrien flies down for revenge.

There is a door to Asht-Shâpol that requires a Steel Key. Without the key, return back to Akrûr's throne and a gate has opened on the other side. The path leads downhill and Gríshakrum and some orcs dance around a bonfire. Just a little further down the hill is the South-western Foul Idol. There are five foul idols and near each one is a torch to burn them down (which summons three guards from Lagmas' Court). The Central Foul Idol is directly east of the first idol. The path then continues northwards through some guarded gateways to the Northern Foul Idol which overlooks a sickly green waterfall.

The path leads to the Urugarth Kennels which is full of wargs and ruled over by Athpukh and his pet Lâmkarn. You fight the wargs first, then Athpukh.

Urugarth Kennels

Head back past the Northern Foul Idol and turn left at the gateway. It leads to a bridge and a path heading down towards the green river. Follow the path north by the river to the Fell-water Falls and the North-western Foul Idol. Follow the path back, under the bridge and continue south along the river, across a low bridge to the Southern Foul Idol. Head back to the big bridge.

The bridge to Lagmas' Court

The bridge leads to Lagmas' Court.  Just before the entrance to the courtyard, a path leads down beside the river. At the end of that path, Gruglok and two allies are waiting on a mesh platform over the green water. As you approach, they disappear through a door, the gate closes behind you and you feel a sense of dread as you are trapped in an arena and waves of mobs attack. Finally Gruglok attacks and once he is defeated, you obtain the Steel Key needed to open the door to Asht-Shâpol.

Gruglok's arena

In Lagmas' Court, Morthrâng the Uruk and his trolls Brízrip and Thordragh await, along with additional guards (depending on how many foul idols you burnt). If you enter the court they will all attack at once, but you may be able to pull smaller groups from range or by using crowd control.

The ramp at the back of the courtyard leads to the door to Asht-Shâpol. Even outside the door, you feel a strong sense of dread. Inside is Lagmâs and his birds. He started out in the Ettenmoors but proved to be such a tyrant he was promoted to commanding the armies of Urugarth. He has an aura of Piercing Talons that reflects 15% of damage and his birds slow your attacks.

The Rift of Nûrz Ghâshu - 12 person instance (level 50)

Entrance to the The Rift
Inside the entrance

Angmar's armies seek to mine the Rift of Nûrz Ghâshu in the far north-east to make weapons, but they have uncovered the Eldgang - fire-giants - and an ancient evil that should not have been disturbed. This is a very story-driven instance. All the bosses have a dread aura so hope tokens are recommended.

The miner slaves and overseers are afraid of displeasing their tyrannical masters Barz and Zurm. As you reach the bottom level of Bornabar, you find miners taunting a friendly giant called Asmólf of the Eldgang. He asks you to defeat Barz and Zurm before they can dig into his home.

Asmólf under attack by miners

Barz and Zurm are at the opposite ends of Bornabar but both summon slaves to aid them. Once defeated, Asmólf leads you to the Eldgang camp in Upper Nuruidor. They ask you to help defeat the Ghâshfra - fire orcs - who have invaded their home. You find the troll Frûz and his minions not far away. He summons allies whose presence give him the Strength in Numbers buff which heals him.

The Eldgang home in Upper Nuruidor
Zogtark and the fire drakes

In Lower Nuruidor, Zogtark and his minions are trying to control fire-drakes. If you get close to his elder fire-drakes he will fight to defend and heal them, while the drakes cast fireballs at you.

Behind the drakes was a door that leads to the Norbar Approach, which is a lava pit. At the end of the islands (defeat the fumaroles ASAP to reduce fire damage taken) is the Ever-Seer (who has a very strong dread aura) reproaching Narnûlubat. Starting the fight is tricky. You have to step onto the platform near the Ever-Seer, and kite Narnûlubat away from the Ever-Seer and the fire Seers, but not too far or he resets. He hits hard and reflects all damage while the fire Seers live, so the tank will need lots of healing. Wait for the Ever-Seer to leave, then eliminate any Darklings approaching the void hole and the fire Seers (from range because they have a fire aura) to remove the protection from the boss so that he can be defeated.

The Ever-Seer and Narnûlubat

The door opens into Norbar. The Shadow-Eater and Stone-biter are visible behind a gate, so make sure everyone is ready before opening it. Defeat any Darklings that approach and aim to defeat both bosses at the same time as defeating the Stone-biter first causes several adds to spawn. The Shadow-Eater also casts Channelling the Void for a short while which deals shadow damage to anyone nearby.

Thrang's arena

The next door leads into a fiery arena and the Ever-Seer is giving orders to Eimyr of the Eldgang to destroy "the little people" (i.e. you) who have brought the orcs. He agrees to obey despite his doubts. After you descend the stairs into the arena, Eimyr will attack. He will need to be kited (but avoid hurting him) while waves of fire-orcs attack from the stairs. Defeat the fire-orcs and Eimyr starts to believe you are more friend than foe and leaves. Thrâng, the leader of the Ghâshfra, and four shamans arrive. Defeat the shamans first so Thrâng is no longer invincible or reflects all damage. He still has the Tempered by Flame buff which reduces the damage he takes, so kite him near a fumarole to remove the buff. He occasionally deals a fire AOE that stuns anyone nearby. Once he is defeated Eimyr returns with the Eldgang and thanks you.

The Eldgang no longer trust the lying Ever-Seer. Thaurlach the Balrog has plagued the Eldgang for centuries, until Glathlírel the Elf and the Blue Wanderers chained him up. Now the Ever-Seer wants to set the Balrog free for his own purposes.

Glathlírel
Thaurlach's prison

You enter the Gorthban Approach which leads to Thaurlach's prison. Inside Gorthban itself, you meet Glathlírel and she tells you her history, then takes you to check on Thaurlach. He is agitated and getting stronger, and the water has been corrupted. You must protect her from Darklings and World-eaters while she purifies the water. Once done, she returns to Thaurlach, just as he breaks free from his chains.

Note: if Glathlírel dies, it's an instant wipe.

Group Strategy:


Ever-Seer's room at the back

A tank and a healer stay to keep the elf alive, while everyone else runs to the Ever-Seer's room behind Thaurlach. In there, defeat the Darklings then damage the Ever-Seer and remove any debuffs he applies. Once defeated, turn levers 2 and 3 to unlock the door and remove the Eldritch Renewal healing buff on Thaurlach then return to the elf. Thaurlach will cast Baleful Roar which removes any hope buffs and causes shadow damage. Position him so DPS can avoid his frontal melee AOE attacks and tail swipe. As his health drops he will cast random effects (like dealing more damage or healing) and occasionally put debuffs on anyone in front of him. Once his health gets down to 50k, he starts flying around and landing with an AOE splash that is instantly fatal to anyone nearby touched by the toxic water. When he gets down to 10k he will attack the elf so needs to be taunted off her ASAP, then finish him off quickly.

Solo Strategy:

A high level ranged player could potentially solo Thaurlach if they:
  • stand behind and to the side of him (be in position before he gets free from his chains) and DPS him faster than he can heal (10k HP/10 sec) or kill the elf (about 40 seconds) (e.g. hunters)
  • stand near the elf and both DPS him and heal the elf (e.g. minstrels)

Monday, 2 July 2018

Public Instance: Sarnur

Entrance to Sarnúr

Sarnúr is a large cavern in the ruins of Orodost, not far from Thorin's Hall in Ered Luin. There is a Dourhand dwarven stronghold, but below are caves filled with trolls and creatures that like the cold, including a dragon. It is a public dungeon with mobs between level 45-50 and a great place to get Thorin's Hall rep (tokens drop from most mobs) and complete some deeds. 

There are several quests available from NPCs in front of The Blue Garrison in Thorin's Hall that give rep. You can reach kindred with Thorin's Hall in a few hours (the goat may be useful in Moria!). There is also Ancient Iron/Ancient Silver and beasts drop Exceptional Hide. Lots of Master (tier 5) recipes drop as well.

Many of the mobs are resistant to any damage type except Ancient Dwarf, so it would really help to use an Ancient Dwarf type weapon. Most mobs also respawn fairly quickly so keep moving. Safe spots to rest are near the entrances to the Great Hall and the Keep.

Sarnúr Great Hall

The Great Hall


The entrance level can easily be soloed as it has single or small groups of Dourhands, hendroveil and cave claws (level 46-47). Northpaw is a rare stealthed lynx that patrols and is resistant to most damage except Ancient Dwarf. Latub is a rare goblin that can spawn near the bridge in the middle of the Great Hall, or near the tunnel or stairs leading down to the caverns.

Sarnúr Keep

Sarnúr Keep


In the northwest corner of the Great Hall are some large doors leading to the Keep. Inside the Keep are more Dourhands, plus wargs and goblins (level 48-49); they are resistant to most damage except Ancient Dwarf but can still be soloed. Faded parchments for the quest "Gathering Ancient Scrolls" can be found in the main chamber and downstairs.

There is a tunnel on the right of the entrance that leads up two floors with some chambers and narrow ledges, but ultimately dead ends.

There are stairs on the left of the entrance that lead to a cave with the Forge of the Blue Dwarves. Beware the freezing water!

Glúmir is a rare Dourhand that has several spawn locations (dead end tunnel on the left, in the lower cave near the water or on the stairs overlooking the hallway). Defeating him is the objective of the quest "Retrieve the Rune-shards".

Sarnúr Caverns

Caverns


On the right of the Great Hall is a tunnel guarded by Dourhands that leads downstairs. This area is recommended for fellowships as the mobs are in larger groups and there are more elites.

In the first chamber there are some Dourhands and cave claws fighting some elite Snow-Trolls (level 46-47). Clear out the Dourhands and cave claws then you can kite the trolls if needed. Watch out for their stun and knock back attacks. There are two quests requiring defeating trolls: "Dispatch the Snow-Trolls" and "Cleanse the Ruins of Sarnúr".

The tunnel continues down and opens into a large area with a shallow river and elite snow-trolls, snow-beasts and snowbears. This area can be seen from the Great Hall as the bottom floor.

Gâdhâp is an elite level 48 troll who may be guarding the bottom of the tunnel, or patrolling the bridges. Icerender the Snowbeast is a rare level 47-48 elite master that can be found near the river. Brúllug is a rare level 49-50 nemesis of a drake who flies and patrols the caverns. These rares are resistant to most damage except Ancient Dwarf. The fellowship quest "Defeat the Cavern Horrors" asks you to defeat either Gâdhâp or Brúllug.
 

Deeds


Some of these may also count for Ered Luin deed completion (e.g. defeating Dourhands and hendroveil).

  • Betrayer's Bane (5 Lotro Points and "Betrayer's Bane" title) - defeat 80 Dourhands
  • Betrayer's Bane Advanced (10 Lotro Points) - defeat 160 Dourhands
  • Master of Beasts (5 Lotro Points and "Master of Beasts" title) - defeat 80 beasts
  • Master of Beasts Advanced (10 Lotro Points) - defeat 160 beasts
  • Troll-kicker (5 Lotro Points and "Troll-kicker" title) - defeat 40 snow-trolls
  • Troll-kicker Advanced (10 Lotro Points) - defeat 80 snow-trolls 
  • Avenger of Sarnúr (10 Lotro Points and "Avenger of Sarnúr" title) - defeat the 6 rares 

Quests, deeds and tokens from Sarnúr can contribute to notoriety with Thorin's Hall:

  • Known to Thorin's Hall (5 Lotro Points and "Known to Thorin's Hall" title) - acquaintance
  • Friend to Thorin's Hall (10 Lotro Points and "Friend of the Hall" title) - friend
  • Ally of Thorin's Hall (15 Lotro Points and "Ally to the Hall" title) - ally
  • Kindred to Thorin's Hall (20 Lotro Points and "Thorin's Hall Monitor" title) - kindred  

Tuesday, 15 May 2018

Instance: Garth Agarwen Cluster

Garth Agarwen is the "Fortress of the Blood-maid" in the north-eastern part of The Lone-lands. The story of the Red Maid is told in Volume 1, Book 2 of the epic quest. Radagast the Brown finds that nature has been twisted and the undead have risen around the Red Swamp. Originally the Red Swamp was a pure spring, protected by a river-maid, but war stained the spring with blood and the river-maid was lost. Ivar the Blood-hand is a powerful necromancer and gaunt-lord from Angmar who serves Sauron. He is responsible for raising the dead warriors of Rhudaur as wights, and raising the river-maid as the Red Maid, turning her from a nurturing life-force into a corrupting force of death and decay. 

The Outer Gates of Garth Agarwen

At the Outer Gates of Garth Agarwen, there is a campfire, a travelling vendor, an Eglain barterer and a quest-giver.

These instances are scaled to level 32.

Garth Agarwen: Barrows - 3 person instance

From the entrance of Garth Agarwen, the Barrows is located to the left and up a hill (to the northeast).

Once a burial ground for the Men of Rhudaur, Ivar the Blood-hand, a servant of Angmar, now inhabits the barrows raising an army of wights and Créoth fanatics loyal to the Red Maid.

Ivar's Crypt in The Barrows

You find Sara Oakheart cowering in the Barrows and begging for someone to save her and escort her to safety. After defeating Blogkritar (who heals himself 3 times and summons a wight to aid him each time, and spreads an aura of disease), the gate to Ivar's Crypt opens. He has banners which buff him and he summons minions throughout the fight. There is a challenge to defeat him without killing his banner-wights.

Ivar's Banner is an item obtained after defeating Ivar that can be taken to a taxidermist and turned into a housing decoration.

Temair the Devoted

Southeast of the entrance, within Garth Agarwen, Temair the Devoted (a Créoth priestess in service to the Red Maid) patrols around a bonfire on a raised platform. She heals herself and any Créoth near her. She respawns within 5 minutes after being defeated but has no special loot.

Temair the Devoted
Behind Temair's platform, The Arboretum is accessed through an archway, while to the left of her platform and up some stairs lies the heart of The Fortress.

Garth Agarwen: The Aboretum - 3 person instance

The Aboretum was once a lush garden, but the Red Maid's corruption has tainted it and its caretaker. Gloom-waters paddle in stagnant red pools, bog-prowlers doze and twisted tree trunks bend away at your approach to reveal hidden paths that lead around the edge of the garden and finally into the center where Grimdark, a corrupted tree covered in beehives, stands guard near some ruined stairs to nowhere. The challenge is to defeat Grimdark without destroying the beehives.

Grimdark

Garth Agarwen: The Fortress - 6 person instance

Near the entrance, Créoth soldiers train while the wight brothers Edan and Esyld guard the Garth Agarwen Gate which leads deeper into the Fortress. Esyld is a ranged healer while Edan is melee and they give each other a damage buff when close together.

Stairs leading to the Garth Agarwen Gate

To the right of the gate (south), stairs lead down to some ruins where Dúnlang has mind-controlled several Eglain into serving the Red Maid. The challenge is to defeat him without killing the Eglain who will attack the players to defend their new master. This may be done by holding threat on the Eglain and healing as needed until Dúnlang enters the fight, then burn him down with single target attacks. The Eglain are then freed of his control and wish to return to their families and homes.

Dunlang and his enslaved Eglain

Through the Garth Agarwen Gate, wights patrol around a large pool with stairs leading to an antechamber guarded by Vatar. He shows you a vision of how previous heroes who tried to free the Red Maid failed and then attacks. Once he is defeated, crawlers spawn and once they are killed the door opens to the Spring of the Red Maid. Taking the engraved stone from the Old Chest towards the altar will summon the boss. The challenge is to let her followers sacrifice themselves to make her stronger, then defeat her. Once defeated, she is cleansed of corruption and remembers that she was once Naruhel, a river-maid and sister to Goldberry of the Old Forest in Bree-land. She vows to restore Garth Agarwen.

The Red Maid (before)

Naruhel (after)

Naruhel's dress may be obtained after defeating the Red Maid and taken to a taxidermist to turn into a housing decoration.

Saturday, 9 April 2016

Instances: Moria Cluster Part II

The Moria instances do not scale with level and were designed for groups of 6 or 12 players between level 54 and level 58.

The instances are located throughout Moria and tend to drop a lot of loot, especially Moria reputation tokens, legendary item relics and heritage runes.

There are also a lot of deeds to be done so they can be a good place to gain some extra titles, virtues and Turbine Points.

The Forges of Khazad-dûm - 6 person instance, level 58

In Durin's day, the Forges of Khazad-dûm produced marvellous metal creations, but now the place is over-run by orcs and it now creates weapons to be used against the dwarves.

The entrance

The first area has a constant stream of mobs entering from the left and right doorways. The black powder kegs should be carried to the doorway, but be careful to quickly return to the main room or be crushed by falling rocks. When both doorways are blocked, the gate at the back will open.

Narkû stands in the middle of the next room while large trolls carrying heavy loads move around following pipework on the floor. The daily challenge is to defeat him then defeat Kranklûk within 30 minutes. Narkû summons many minions to help protect himself. Once defeated, hug the wall and head down, watching out for trolls as they will stun you if you get in their way.

On the next level down, Dhaub oversees the trolls from an elevated bridge. There are several doorways and black powder kegs. Block the doorways in the correct order. Once four doorways are blocked, trolls come in to fight. Dhaub keeps healing them, so you need to block the remaining doorways quickly before you get overwhelmed (use crowd control on the trolls if possible). Finally, Dhaub comes down from his bridge to fight you himself. Once he is defeated the trolls should be easier to take out.

Again, hug the wall and head down to the bottom. Thrug is relatively easy to defeat, but watch out for the fire debuffs, jets of fire and trolls. Kranklûk is on the other side of the forge, behind some Ghâsh-hai troll guards. When you attack the trolls, he joins the battle and gradually moves around the forge in a clockwise direction, going through short periods where he cannot be attacked as he summons more trolls to his aid. In the last phase, fire jets start erupting from the forge as well.

The forge

After defeating Kranklûk, a gate opens into a small tunnel to the exit. A brazier in the tunnel can be lit to summon Ruingal, a fire grim for the level 58 Lore-master class quest chain The Path of the Ancient Master.

The Sixteenth Hall - 6 person instance, level 58

The Sixteenth Hall in Nud-melek was once home to many dwarven labourers but is now inhabited by orcs who are being infected by the strange fungal plague spreading through the halls and corridors. Disease is rife, so come prepared.

Keep an eye out for unusual spores - there is a deed called "Investigating the Blight" that involves finding four different types of spore.

Defeat the Orcs known as "The Shunned" in the corridors of the 16th Hall, gradually working your way downstairs to Tramug's room. Tramug and his servants will wait on the podium while you clear the room. Tramug coughs, leaving puddles of disease, and his servants heal him, but without them he is quite easy to defeat if kited from range.

One of the halls

Beyond Tramug's room, globsnaga now fill the corridors. Up the curving stairs, the path leads to a large room followed by an intersection with a locked door in front and rooms to each side filled with globsnaga guarding wheels that need to be turned to enable access to Dhûrz. His room is damp and has many toxic mushrooms that can explode on contact, causing a knock back and disease debuff. Dhûrz drains power levels and summons crazed globsnaga minions that also explode revealing a group of aggressive crawlers.

Defeating Dhûrz unveils a cave tunnel which leads to a large cavern with several grodbog fungal queens and their fungal guards. Killing the queen makes her guards de-spawn.

The daily challenge is to defeat The Lost One without killing the fungal workers - don't use AOE attacks or reflect damage! However, killing the fungal workers weakens The Lost One. Mushrooms spawn during the fight and should be eliminated before they can explode as they debuff the players and buff the numerous fungal workers so they are faster and do more damage.

The Lost One's cavern

Dark Delvings - 6 person instance, level 58

Deep in the Foundations of Stone in Moria, the Nameless dwell. The Elves of Lórien have tried to restrain them, but their ancient evil casts a shadow over those that would reclaim Moria for the dwarves. Just by entering their domain, you will be afflicted by Grasp of Darkness which decreases run speed and increases attack duration and induction time. Rune-stones throughout the instance provide light, which removes the Grasp of Darkness debuff and also protects you from Gurvand's Challenge (another debuff increasing damage taken, associated with a vile gust of wind sweeping through the passages).

The entrance to the Dark Delvings
After crossing a retractable bridge onto a platform with several rune-stones, the Void Eater emerges from the ground. He does wound damage and a knock-back, so fight with your back to the rune-stones, so you don't get knocked off the platform.

In the next large cavern, the Doom-speaker emerges when you approach the green rune-stone. He douses the light from the rune-stone, summons minions and causes significant debuffs. Fight in the light of a rune-stone, cleanse debuffs, remove corruptions, kill minions and burn him down before all the rune-stones are extinguished.

Gurvand's chamber
The daily challenge is to defeat Gurvand with activating any of the rune-stones on his platform. This means surviving the escalating debuffs as the fight progresses.

The battle commences by talking to Gurvand. He does significant shadow damage, has a knock-back (prevented by light) and a periodic self-buff called "Bleeding Ears" which reflects 200% of damage received (so don't attack while he has the buff - it can be very deadly: Myndariel had Sic'em active when the buff started and her health went from above 80% to 0% in a few seconds). If you are using the rune-stones, make sure Gurvand can't destroy them with his club (e.g. face him away from the stone). Gurvand enrages when he reaches about 20K health.

Timing and positioning are critical for this encounter.

Sunday, 21 February 2016

Instances: Moria Cluster Part I

The Moria instances do not scale with level and were designed for groups of 6 or 12 players between level 54 and level 58.

The instances are located throughout Moria and tend to drop a lot of loot, especially Moria reputation tokens, legendary item relics and heritage runes.

There are also a lot of deeds to be done so they can be a good place to gain some extra titles, virtues and Turbine Points.

The Forgotten Treasury - 6 person instance, level 54

On entering the central room of the Forgotten Treasury in the Silvertone Lodes, Morhûn warns you that the treasure belongs to the orcs and tells his guards to lock the gates. You are trapped in a puzzle and need to defeat the guards and rotate the correct statues. The mini-bosses drop either purple or yellow gem shards which can be used later.

The central room and statues

The first statue to the left of the entrance (when looking towards the central statue) is guarded by Nardurgûl. The second is guarded by Frûzgûl. The third statue is guarded by Darûkûrz. The first statue on the right of the entrance is guarded by Lorzgûl. The second is guarded by Mokza. The third is guarded by Narghug. Note that if looking at the minimap, these will be on the opposite sides as the map shows the entrance at the north.

It may be easier to clear the room then try to solve the puzzle. If you try to rotate the wrong statue, you will take some damage and reset the puzzle. Once complete, the room lights up and the entrance and stairwell to the centre is blocked off. You can still jump down though. Morhûn waits in the antechamber behind.

After defeating Morhûn, return to the central room where two large trolls, Urauth and Skûm, will come to attempt to avenge their master. The purple and yellow gem shards may be helpful for weakening these trolls.

The statue guardians

PS. I would offer to provide a spoiler on what order to rotate the statues, but the order changes each time an instance is created.

The Grand Stair - 6 person instance, level 56

The Grand Stair in the the Redhorn Lodes offers a daily challenge to defeat Igash, the final boss, but leave several of his associates alive. There is also some interesting lore to the instance: Mazog has Igash collecting tribute from orc tribes in Moria, but the White Hand have had enough and Ilzkâl and Nardur are planning to take out Igash and his followers and keep the tributes for themselves.

Lots of stairs and bridges
For challenge mode, you should defeat Ilzkâl then race straight ahead to Nardur within 10 minutes (after 10 minutes, the bridges to his stronghold are disabled and Nardur escapes). Then go to Igash and defeat him without killing The Devoted.

For normal mode, after defeating Ilzkâl, if you turn left, you'll face The Beast and Gothgaash. Turning right, the paths are patrolled by warg-riders and goblins loyal to Igash. There is a T-intersection with a group of White Hand orcs on the left and a stairway leading down to the Highpeak Kennels on the right. The Kennels is home to Glothrok the Vile. Both paths lead to Nardur's Station. Through the gate, the White Hand orcs loyal to Nardur are fighting the Gazathrug orcs loyal to Igash. At the top of the stairs, the Throne of Igash can be found to the right. Defeat Igash and there is a gate that will take you out of the instance.