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Rinoanor

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re: Tower Of Orthanc Guide

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Note, this guide is a work in progress, as we down more wings i will add more details/screenshots/videos. Also note that the trash is different in T1 and T2, the mobs are the same but in T2 they get additional skills

Wing 1- Lightning-Kalbak T1
Recommended Group- 2 tanks (warden with defiant challenge traited is fine), 2 healers, 1 burg, 1 lm, 2 captains, 4 dps (2 rks would be my personal preference)

Trash- trolls (160k morale), Taskmasters (84k morale, buff other mobs, adaptation), deep claws (33k morale). NB, one of these mobs drops green heal circles, personally i think its the trolls but some say it is the taskmaster so who knows

Pull 1- Consists of 2 trolls, a taskmaster and 3 deep claws. Have one tank pull the deep claws to the entrance and have the group burn them down. Have you cc perma-stun the 2 trolls. The other tank and a captain take the taskmaster to the back of the room (so it doesnt buff the deep claws). Once deep claws are down, burn the taskmaster then take the trolls one at a time, turn them so the group doesnt get aoe damage. If any of the mobs you are trying to kill are in green heal circles, have the tank move them.

Pull 2- 1 troll so have a cc class keep it stunned. we have 3 taskmaster and 3 deep claws. make sure everyone is inside before pulling since a gate can lock people out. Have someone perform a root on the left mobs to trap 2 taskmasters and 2 deep claws (one of the taskmaster roams so timing is key here). The whole group goes to the right hand side of the room and burns the deep claw there (the shield) and then the taskmaster. Before you get the taskmaster down the root will break, have a cc stun one of the rooted taskmaster and have a captain kite the other. The 2 deep claws from the right will join the fight so have a tank ready to pick them up and after you have killed the first taskmaster burn the deep claws quickly. By this time the stunned taskmaster should be lose so have a tank pick him up and burn him. Once he is down the captain stops kiting, you kill his taskmaster and lastly burn the troll.

Pull 3- 2 trolls which again need to be stunned. This fight seems to be very hectic so you need to be more careful with aoe then in the other rooms (particuarly tanks aoe taunts as they broke a lot of the stuns that i did). You have a taskmaster in the centre with 2 roamers and a deep claw to the left and 2 deep claws to the right. Wait til one of the roaming taskmasters is next to the stationary tasklmaster and root the two of them. One tank and a cappy goes to the right and picks up the 2 deep claws, the rest of the group goes to the left and burns the deep claw then the taskmaster. Similar to the last pull, when the root breaks, have a captain kite one of the taskmasters and stun the other. Burn the deep claws on the right at which point the stunned taskmaster should break loose so have a tank grab him. Kill this taskmaster then the captains taskmaster then burn the trolls one at a time. Note- this rooms seems to have a ton of heal circles, so you will need to move the mobs around a fair bit.

T1-First thing to note about this fight is that Rino's Raid Rule Number 1 is in effect, which means you hug the skull tongue out we tank the troll in the corner at the back right corner (from the entrance) with the 2 tanks in front of the boss and everyone else grouping up behind the troll but not too close to him (other wise squishies seems to die ) Have your MT tank him at all times with the off-tank doing force taunts fairly frequently to help lower the MT static shock debuff. He will summon a light at various times and he will kill it by shouting "The Storms Come" at this point it does distributed damage to those close to it, which is why you have to hug the skull, if it catches you alone you will die. As the fight goes on he does a lightning chain attack, which has text "shock, <name>" the person who gets called out should immediately run away from the group, if they are quick enough the lightning chain doesnt spread to anyone and it breaks straight away. Keep this up, minstrel should drop fellowships heart at around 130k, and at 70k captains use in harms way and last stand and we nuke the troll down (dont worry about the chains at this point)



Wing 1- Lightning-Kalbak T2

Recommended Group- 2 tanks (boss seems to work better with 2 guards but warden's ambush on trash is nice so pros and cons), 2 captains (oathbreakers a must), 2 minstrels, 3 cc classes (2 burgs/1 lm is preferred, burgs can switch around after trash to different class if needed.burg with riddle range legacy is very handy) 3 dps (pref 1 of these either champ orwarden for mini digger duty)

Trash differences between T1 and T2- 3 main differences stand out. The first is the troll will break out of any cc they are currently under approx every 90 seconds and begin doing aoe cave in. Secondly the taskmasters will summon 3 little 8k diggers that if not careful will swarm the healers so assign a champ/warden to aggro these and keep them of the healer. These diggers will despawn after 30 seconds tho so don’t necessary have to be killed. Lastly, Task-masters can drop heal circles, move the mobs you are dpsing out of them)

Pull 1-Pretty simple, 1 tank will tank the 3 haulers, 2 cc classes will each keep one of the trolls perma stunned (leaf and skull), other tank grabs the task-master (crossed swords). Task-master will get burned first (so oathbreaker it), then nuke the 3 haulers. Begin dpsing down one of the trolls (have squishies move away from the troll before breaking the cc since they tend to do massive aoe once the stun gets broken, oathbreaker it), at this point the trolls will do cave-in so have minstrels use aoe heals, and the dps keep hitting the troll which would have captains heal mark on it, use morale pots if necessary. When the trolls come out of cave-in re-stun the troll you aren’t dpsing (need to wait a few seconds after it stops cave-in because it will be immune). Finishing killing the troll and then kill the last troll (again get squishies to back of before breaking the stun).

Pull 2-Bit trickier this one, its a small room so need a bit of luck with heal circles. Have one cc perma mez the troll (leaf). Have other cc classes stun the star and crossed-swords taskmaster (if have burgs with riddle range legacy they can stun a fraction before you pull since burgs riddle is the only form of cc that will not cause the mobs to pull). Have one tank pick up the green spear and purple arrow haulers that are on the right side of the room. The other tank will pick up the shield hauler and half-moon taskmaster, nuke the shield quickly then full dps on the half-moon (oathbreaker it). This tank will then pick up the star (nuke it and oathbreaker it) and the crossed swords (when it wakes up). At this point should be cave-in, aoe heals again while killing the 2 haulers and re-stun the troll once cave-in finishes. Kill troll last (get squishies to back of before waking)

Pull 3-Very tricky pull this one. One tank will again pick up the green spear and purple arrow haulers that are on the right. The other tank will pick up the shield hauler and crossed-sword task-master. When the crossed-sword task-master reaches the very back of the room have minstrels use song of aid so captains can use rallying cry for the extra dps. Have 2 cc classes stun the star and half-moon taskmasters (again if they have riddle legacy can stun a fraction before the pull is made), minstrel pop call to greatness on the lm who will stun the leaf troll while a minstrel fears the skull to give time for the lm’s blinding flash to come off cooldown who will stun the skull troll as soon as they can. From this point the lm will focus on perma stunning the leaf and one of the other cc classes that stunned the task-masters will perma stun the skull. While this is happening nuke the shield asap and then the crossed-swords (oathbreaker it). As soon as this is down the tank will pick up the star (nuke it using oathbreaker) and the half-moon. The aim is to get all 3 task-master downs by the time the trolls start doing cave-in with very minimal deaths (hopefully none). If this is the case have minstrels pop fellowships-heart and captains in-harms way/last stand to survive the cave-in while dpsing the haulers. Re-stun the trolls when cave-in finishes. Dps down the 2 haulers then take the trolls one at a time (squishes back of when waking them from stuns), job done.
Note- if you get to the first cave-in and either a) the task-masters aren’t down or b) you have a few deaths, do not waste fellowships hearts and in-harms way/last stand because its almost certainly a wipe anyway.

Boss Challenge- kill the boss with the entire floor electrified. The floor panels will light up every time you damage 10% of his morale so that by the time he hits 10% health everything is lit up. The floor panels that lights up is always the one the troll is currently standing in and one random one (the edges of the room will lit up first, the centre 4 panels will light up last assuming the troll isn’t standing there ofc).

Now onto tactics. Before you pull make sure you have your lm put anti-stun on both tanks and keep it up for the duration of the fight. As soon as the troll is pulled the lm will also need to fully debuff him. Have the tanks go in and pick him up and move him so he is on the very edge of one of the floor panels facing the wall. This way the dps can stand on the adjacent tile and dps him and it wont get electrified (see video for positioning). Once in this position the troll will stay in this spot for the majority of the fight and should only be moved if the panel the dps is standing on gets electrified. Like T1, tanks will build up static shock everytime they get hit, once there static shock hits 6 the other tank should take over. If the tanks static shock gets to 8 they should begin to move away from the troll because if there static shock hits 10 in range of the dps group most of them will die. Guardians can also use pledge if it gets too high to reduce the value. Tanks will continue to switch and move away if need be for the whole fight. Holding him in this spot will result in just the tanks being in the electrified panel but don’t worry minstrels should have no worry out healing it.
Because everyone is in close proximity to each other the Elhudan distributed damage will hit everyone and thus it can be mostly ignored (tho minstrels will need to heal their group up after it explodes). Just below the 1.1 million morale threshold the troll will start doing shocks to a random player and these will continue until the troll is down. Just like T1 they have to run away from the group. Its easiest to assign someone to call out the shocks and assign one of the captains to run with the person who gets shock (this gives the person more time to get away from the group). Have dps go steady and burgs spam provoke until the boss hits around 450k, at this point dps will start to burn him. At 200k mins will pop fellowships hearts, captains in-harms way/last stand in preparation for the final floor panels getting electrified since for the last part of the fight everyone will have the electrified dot. From here on out its a full-nuke, so have everyone go full-out dps with both captains using oathbreakers one after the other and burn him asap. If guardians still have pledge they should use it now to help the healers a bit. Hopefully the troll should be down before fellowships heart and last stand wear off. If he is, then congratulates and cross your fingers for some good loot Happy





Wing 2- Fire And Ice-Crisiant and Usgarren
Recommended Group- 2 healers (minstrel are nice the cd of their corruption removal matches the cycles of the bosses corruptions, explained in boss section), 2 tanks, 2 captains,1 burg, 1 Lm, 4 DPS (pref 1 of them to be traited so they can permanently stun a target so either an extra burg/lm or a yellow traited hunter)

Trash-trolls (160k morale, adaptations buff), ruffians (84k morale, buffs other mobs), warriors (60k morale, adpatation buff, hand out aoe diseases so disease pots are a must! NB not sure on some of these stats, tbh i forgot to write them down tongue out will update in near future)

Pull 1- we have 4 ruffians, one stationary in middle, one stationary on left, roamer on left side roamer in middle and 2 trolls. Start by waiting for the 2 trolls to get close to the ruffian in the centre then root them all together. Have you cc perma-stun the 2 roaming ruffians, and everyone goes to the left and burns down the ruffian there. At this point the root breaks, have one tank pick up the 2 trolls and kite them, pull the non-stunned ruffian into the group and nuke him. We then find a spot to take the trolls so they dont have the leadership buff, and nuke them down (big heals on the tank since he has 2 trolls and takes large amount of damage). Nuke one of the perma-stunned ruffians down, then the other. Note- the trolls do frontal aoe, so whoever has aggro needs to turn them away from the group and make sure they never run the trolls through the group, this happened last week when i was on minstrel and i got one shotted twice because of this, so dont run them through the group ever)

Pull 2- This is where it helps to have the 3 cc classes. We have 5 warrios, 2 on the left, 3 on the right, and 3 ruffians in the centre, 2 roam up and down. Wait until the ruffian roamers are close and perma stun the 3 of them. Make sure evryone is inside since the gate closes and locks people out. One tank picks up the 2 warriors and the left, the other picks up the 3 on the right. We burn the 3 warriors from the right first, followed by the 2 on the left. Note the warriors give out nasty disease (similar to the Ivar ones) whereby you have 6s to remove the disease of you do an aoe stun. So pay close attention to you diseases and pot them asap otherwise you can stun the entire raid and cause a wipe. If you have pot on cooldown then run away from the group asap, that way only you will get stunned (helpful if lm keeps anti-stun on tanks and healers). Once the warriors are down, burn the ruffians one at a time

Pull 3- Slightly tricky this one, we have 3 ruffians (2 roam back and forth close to the centre one). Have your 3 cc classes perma stun these (failing this if you root 2 of the ruffians close to each other the lm can then keep the 2 perma stunned if you are short on cc). Make sure evryone is inside since the gate closes and locks people out. Have one tank pick up the 2 warriors on the right side of the room and take them to the right side entrance while the dps burns the warrior on the left (crossed swords). One tank picks up the leaf troll and tanks him in the left entrance corner making sure the troll is facing the wall so we dont get aoe while a captain kites the skull troll. Once the warriors are down the captain brings the troll to the right entrance corner, a tank takes over aggro and keep him facing the right wall while the rest of the group stands in the middle of the 2 trolls and burns one down then the other. Once they are dead burn the ruffians one by one.

T1- The boss fight for this consists of 2 giants. One is a frost giant who gives -100% fire mitigations and the other is a fire giant who gives -100% frost mitigations. We tackle this by working in fellowships, so try to split the dps between the 2 fellowships as evenly as possible. One fellowship goes to the far right wall and deals with the fire giant, the other fellowship goes to the far left wall and deals with the frost giant. However, with the new update this has been changed, one fellowship needs to move their giant to the entrance corner as now if they are in close proximity but on other sides of the room they will throw ice/fire to the other fellowship which does nasty damage.

Regardless of what giant you're fellowship is assinged to the tactic is the same. The first thing to note is that everyone needs to group up closely behind him, if you go too far away he starts to do an attack which sends you flying in the air towards him, so stay close to him. The giant will periodically summon a grim of the same affinty as himself (e.g. frost giant summons frost grim). The number of grims its summons is the same as the number of people who are in the giants frontal 180 arc, so make sure only the tank is in front of him at all times, failing to do so causes more than 1 grim to spawn which can easily result in you being overrun and wiping. It is important to burn these asap when they come otherwise you risk getting over run, so everyone baring the tank and captain (who stay on the boss) should burn the grim. These grims have 30k morale but after a while will start to absorb damage, to break this state simply cc them and they stop absorbing. The giant will from time to time gain corruptions, we need to remove them asap otherwise it will allow the giant to do a "powerful attack"(the power attack is a huge knockback ) The corruption last 10s so we dont have a lot of time to remove it, as such we leave the captain on the boss at all times to use blade of elendil to remove it. However, this wont be enough, because he has "double corruptions", so as soon as you remove the first he gains another, so have the captain call it out so someone else in the group can remove it. (Note: Having done this on my minstrel I can now say that once he gets his first set of corruption they then appear exactly every minute. As such it is an idea to have minstrel remove one of the corruptions using Improved Cry Of the Valar (easiest using skill target forwarding) which rather handily has a 1 minute cd, so when the cd expires the corruptions should be reappearing and the minstrel can use it again to remove one of the corruptions leaving the captain to remove the other ;) )Lastly, he can bubble and gain 150k worth of temporary morale for 30s (its appearance is the same as the minstrel bubble, he has a green bubble around him-can be seen in the below video at 1:43). I heard rumours that it should be burst immediately otherwise something nasty happens but rewatching my videos we failed to burst it multiple times and nothing bad happens, so maybe the bubble has more significance on T2 -.-


T2-
T2 CH- Defeat The giants when they are at they're weakest


Wing 3- Acid-Iorweth
Recommended Group-2 healers, 2 tanks, 2 Captains, 1 burg, 1 lm, 4 DPS
Trash- Guide done by Rucagorn

1st Pull -
2 Wargs (bloodlust and adaptation) ~ 166000 HP
4 Orcs (adaptation) ~ 83000 HP
Waves of 4 Slugs ~ 7600 HP

How to do the pull:

-> Root
-> Assign 1st tank to tank & kite if needed the wargs while you deal with orcs
-> Tank & Burn orcs very fast (stun as many can at begin so the damage dont be to high)
-> After Orcs kill Wargs
-> Slugs will be comming during fight, as soon that happens EVERYONE RUN AROUND... While Range DPS kill them asap... Dont stay iddle!! Slugs will explode! (Dont want your face full of mucus do you? Yargggg O_O )

(Heard that they come from 4 corners at room & each 60 seconds but cant guarantee that)

2nd Pull -

3 Wargs (bloodlust and adaptation) ~ 166000 HP
3 Orcs (adaptation) ~ 83000 HP
Waves of 4 Slugs ~ 7600 HP

Pretty much the same but 1 less Orc and 1 Warg more, tbh I think is prob easier... Just assign 1 captain to kite with noble mark the 3rd warg

T1- It starts as a simple tank and spank so have your MT grab him and turn him while everyone else dps from behind. Periodically he summons 6 adds (The cue for this is the text "My Friends. Come and destroy this vermin") which consists of 2 Dragonets (10k morale), 2 Avancs (14k morale) and 2 trolls(33k morale). When he summons them he stops attacking so the tank can leave him alone and help pick up the adds.The order I have listed them in is the order we burn them. The trolls are pretty nasty so its best to have one stunned and have a captain kite the other (if you have 2 cc classes then you can stun both). When we get to the point of dpsing the trolls only kill one of them and leave the other stunned. They usually have buffs (especially if you use the kiting method). Once the trolls buff stacks to about 3-4 they are pretty much immune to damage but the buffs can be removed via any form of CC. Once the first troll is killed leave the second troll stunned as you will shortly get the text "let the acid rise and devour you". At this point you need to run around and continually jump otherwise you get hit for 5-6k acid damage every second you are stationary and not jumping. The main tank needs to make sure he runs and jumps around the boss because as soon as the acid goes down the boss re-activates and you need to pick him up asap otherwise he can do a lot of damage. Wait for the acid to go and then kill the troll before returning to dpsing the boss. Rinse and repeat for the whole fight. Also be aware that he gives out diseases which need to be removed within 6s (im not sure what the affect of these are but I believe they are similar to the fears in Durchest which if not removed are spread to other nearby members of the raid upon expiration) so have disease pots on standby ;)

T2-
T2 CH- Kill all adds before the acid rises, do not let anyone get hit by the acid geysers.


Last edited by Rinoanor on 2012/06/10 13:06; edited 27 times in total


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Rinoanor

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re: Tower Of Orthanc Guide

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Wing 4- Shadow-Bukots
Recommended Group- 2 healers, 2 tanks , 2 Captains, 1 burg, 1 lm, 4 DPS

Trash- Shakh-Hai (165k morale,permanent immunity to stuns etc, ambush buff that gives adds +20% positional damage), Healers (33k morale, no buffs), Uruk-Hai (33k morale, blood lust)

Pull 1- Trash is reasonably simple so wont go into too much detail. You have 2 Shakh-Hai, 2 healers and 2 Uruk-Hai (maybe more uruks not sure tbh). Have your tanks pick up the mobs, burn the healers down asap, then uruks then the Shakh-hai.

Pull 2- 1x Shakh-Hai, 3X Healers (i think), multiple Uruk-Hai (not sure on numbers but at least 6). This one can get a bit overwhelming, so might be best to start with hunter root to thin some of the initial onslaught. Once again you burn the healers first, then the uruks. However this time it seems some of the uruks get bubbles, so burn the ones without bubbles first and then switch targets to another one that doesnt have a bubble. Shakh-Hai dies last again.

T1- First things first, this boss is a dps race, you have 10 mins to kill him as throughout the fight the darkness will close in. The Darkness is basically a purple wall that every min or so creeps in from the edges, if you touch it you instantly die, so you need to stay away from it, particularly towards the end of the fight. While it is a dps fight, the time limit isnt too tight, we killed him with something like 3 mins left so its not that much of a problem, so while we do want a fair amount of dps we dont want aggro to be stolen, so hunters watch out!

The boss will drop 2 types of clouds. The first is purple which gets dropped on the tank, this gives a 1k dot to anyone standing in it and a huge debuff to attack duration and run speed, tanks need to move him out of this asap. The second is a black cloud, this one does 5k per second damage to anyone who moves while in it, so you must stay still. This cloud can be dropped on any member of the raid. If he drops black and purple at the same time, no one moves, you have to outheal the 1k purple damage on all melee dps until the black cloud disappears and the tank/melee dps can safely move out of it. The tank can also get a purple eye which is a type of unpotable fear, after the eye disappears he gets a -75% incoming healing debuff. So as soon as the MT gets the eye the other tank need to take aggro and hold it for the duration of the others tank debuff. If the other tank fails to get aggro or the MT takes back aggro too soon then both healers and both captains will need to help heal the tank as your heals are less effective. He will also summon 15k roots on random members of the raid which need to be burned asap. Below 50% morale he starts to dish out red morale bubbles to players. These do 1.7k damage a tick and after a certain time if not removed will one-shot the player. It can only be removed by healing that player up to full health. So as soon as the player gets a red bubble the healer and captain in their fellowship should spam heals on him to get him up to full health or they will die. Also below 50% morale the boss will heal in the purple cloud so its important to move him out of it asap

In order to not run out of room we move him around the room the following. We start tanking him to the left of his throne, with the ranged dps behind. When he drops the cloud the tank moves towards the ranged dps group and they back up slowly to the centre left of the room. Everytime he drops a purple the tank moves towards the dps group and they full back a bit more. Once we hit centre left we head towards the right into the centre, then we slowly head back to just in front of the throne. The video below shows the route we took


T2-
T2 CH-Defeat the boss before the shadow reaches the throne. [within 5 Minutes]

Saruman
Recommended Group- 2 tanks, 2 minstrels (for their oh sh*t skills), 2 captains, 1 lm (full yellow traited for frost lore), 1 burg, 4 dps (at least 1 rk is needed)
Trash- none!

T1- Consists of 5 phases to complete the fight, but before i go over the phases will post the basics. The centre area where saruman stands will cast a silence fear, anyone who uses shout stay away from this at all times since it will stop you using those skills. At the start of the fight you need to assign 5 people to carry rings. Each ring has 3 skills, the first is the holding up the ring skill that has to be used after every phase change, an offensive attack and a defensive/buff that can be given to anyone in the raid that isn't a ringbearer. Between every phase ringbearers need to return to the spot where they picked up the ring and click the first skill on the ring bar, all must do this to damage saruman's ring and progress into the next phase. Now onto the effects:

Fire Ring:
Offensive- conal fire aoe, use when lots of saruman are together
Defensive- +damage, +crit chance, use on a dps class at start of every phase

Lightning Ring:
Offensive- 60k distributed damage, use on the shadow saruman when he is by himself
Defensive- - skill inductions, - attack duration, use on the same dps class that use the fire ring on at start of every phase

Acid Ring:
Offensive- sets mitigations to 0, use on shadow at start of every phase
Defensive- 250k power bubble and reflect 100% damage, use on tank that is tanking venoms when neccessary

Shadow Ring:
Offensive- corruption that tiers up every 10s, t1 takes 5% of the bosses total morale, t2 10%, t3 20%, use on shadow at start of phase, wait til it reaches t3 then remove it
Defensive- 50% chance to recieve 100% fellowship heal on any hit, use on a tank when a fellowships morale is getting low

Frost Ring:
Offensive- applies a debuff that after 8s suppress the adaptations for 20s, use to re-stun a saruman that already has been stunned
Defensive- 250k temp morale, use on someone (most likely a tank) when they get low on health)

The rings should go to the following: frost to burg/lm (so they can use the effect to re-stun), lightning to burg/lm, fire to captain, shadow to captain, acid to minstrel.

Before the fight starts assign one tank to venom/fire and the other to lightning/frost, have them tank their adds where they spawn.

Phase 1- nothing special in this phase, have lm put frost lore on storm, kill in the order of shadow, lightning, venom, fire, frost.

Phase 2- Roof attunements give the saruman who's roof it is -50% inc damage and +50% outgoing, the others get +20% inc damage and - 20% outgoing damage. Keep frost lore on storm and rk's keep up do not fall to storm to help negate storm's polarity attack. If the roof is lightning attuned have someone stun the storm and then use frost ring offensive to re-stun it (make sure no one puts dots on lightning til your raid leader calls for it otherwise it will break the stun). Venom will put dots on random players (shown by a red bubble) that are only removed by getting that person to full health, so cappy/minstrel on thats person fellowship spam heals on them. Kill order shadow, lightning, venom, fire, frost.

Last chance top eat up, will be in combat from here til the end

Phase 3- main saruman activates and starts doing random attacks. a lot of these are aoe so have the range dps spread out evenly around your target to avoid the whole raid taking damage. have lm keep frost-lore up on main saruman at all times. you will get shadow clouds drop on the arena that do some damage, so move out of these immediately. Frost saruman will randomly put aliments on people on the raid, so make sure you pot them immeditely since they have nasty effects.
Fear- 5s stun, then 10s of running around feared (cant do anything)
Poison- 10s stun
Disease- -100% outgoing/incoming healing
Wound- 1.7k dot every 2s for 10s
These effects are applied to anyone within range of the person that fails to pot the aliment, so make sure everyone uses their pots asap (only have 8s to remove). as soon as frost is down you dont have to worry about aliments anymore. kill order- shadow, frost, lightning, venom, fire

Phase 4- still get shadow clouds and venom will now spawn acid clouds (these are bigger then they look so need to move a few steps further then they seem to be). stun venom at start so you dont get acid clouds right away (use frost ring offensive to re-stun him). Burn shadow quickly then nuke venom while moving out of cloud. kill order- shadow, venom, lightning, fire, frost.

Phase 5- very frantic fight so should be using all your oh sh*t skills once the initial 12s ring bubble wears off. (captains in harms way/last stand/shield of dunedain (where needed), minstrels fellowship heart, burg spam cjs and pop ready&able to re-do your cjs) you now get 2 of every saruman but they have 50k less health. Have the tank pick up the 2 venoms and 2 fire and tank them against the door where venom spawns. The other tank picks up 2 frost and 2 lightning and tanks against the fire door, and have any rks switch to heals for this phase. the storm gives out eyes that after 3s will do a random punt attack, stand close to one of the doors or in the centre near Saruman to avoid getting kicked of the tower. as soon as the fire/venom tank starts taking damage use the frost ring defensive on him so he wont take damage, focus heals on other tank while this bubble is up. after 12s this expires so have captain use shield of the dunedain on him. meanwhile have your lm stun one of the storm to give you a bit of breathing space and your dps should be nuking down one of the shadows, have burg riddle the other shadow and when it breaks loose have the burg spam addle to interrupt his healing. once the first shadow is down kill the other shadow. burg should be spamming cjs and have the group go all green to help with the heals. once both shadows are down kill one venom, then both lightning (no more punts when the storms are dead), then the other venom, followed by the 2 fire then the 2 frost. if anyone dies priority rezs go to healers/tank then the ringbearers. once all saruman are down, ringbeares use the ring one last time and then everyone runs in and hits saruman, after a few seconds he deactivates and the day is won! kill order- shadow, shadow, venom, lightning, lightning, venom, fire, fire, frost, frost.




T2-
T2 CH-Defeat Sauraman without a single death and don't let him drain any of the rings power


Last edited by Rinoanor on 2012/02/22 17:40; edited 17 times in total


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<reserved for future use>


Last edited by Rinoanor on 2012/02/03 5:23; edited 3 times in total


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Looking good!!! Very nice, cheers for share & for invested time on it wink


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^^ no problem, hope people find it useful. as always input from others is very welcome, so if you see anything I've missed or anything you would like to add then feel free to post Happy


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AOE damage is realy useful in the boss fight of fire & ice. Last night I did that wing again and I was almost constanly dps'ing adds. But since they were standing under the giant and most of my skills are AOE I was still dps'ing boss aswel. A champ would realy shine there

Do we have many people in the kin who actively play champ actually? I don't recal seeing champs lately ..
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^^not really, Zoggo plays champ from time to time and i think that is about it.

tbh I would say AoE (while helpful) isnt overly important in this fight since the grims only have 30k morale 4 people should be able to burn it down super quick (as long as they cc it when it starts absorbing) and then its back to single target dps on the boss (which hunters,rks and burgs will out parse a champ). the only time it would be damn helpful is if you get more than 1 grim at once (which shouldnt happen if you remove the corruptions). However, i get the funny feeling that AoE will be more important for T2 CH, but we will cross that bridge when we come to it tongue out

PS slow reply but I havent really been checking the forums

PPS updated some parts, like the diseases you get on the acid wing boss


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http://forums.lotro.com/showthread.php?438086-Guide-for-PUG-Tower-of-Orthanc


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Cheers for the info(s), will be helpful for today wink


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We did it yesterday and went very smooth, so sharing a few ideas that some kinnies shared and that also saw at a few guides and appeared to work:


ACID WING T1

1st Pull -

2 Wargs (bloodlust and adaptation) ~ 166000 HP
4 Orcs (adaptation) ~ 83000 HP
Waves of 4 Slugs ~ 7600 HP





How to do the pull:

-> Root
-> Assign 1st tank to tank & kite if needed the wargs while you deal with orcs
-> Tank & Burn orcs very fast (stun as many can at begin so the damage dont be to high)
-> After Orcs kill Wargs
-> Slugs will be comming during fight, as soon that happens EVERYONE RUN AROUND... While Range DPS kill them asap... Dont stay iddle!! Slugs will explode! (Dont want your face full of mucus do you? Yargggg O_O )

(Heard that they come from 4 corners at room & each 60 seconds but cant guarantee that)


2nd Pull -

3 Wargs (bloodlust and adaptation) ~ 166000 HP
3 Orcs (adaptation) ~ 83000 HP
Waves of 4 Slugs ~ 7600 HP


Pretty much the same but 1 less Orc and 1 Warg more, tbh I think is prob easier... Just assign 1 captain to kite with noble mark the 3rd warg

wink


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^^nice one ruca, will update the guide tomorrow with that and the lightning wing trash and boss tactis, too tired atm, work sucks tongue out


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updated to include ruca's acid wing trash tips, lightning wing trash/boss tactics, fire and ice trash tactics wink


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Forum Image

(Pity doesnt give sound )


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updated shadow wing tactics.

PS if people find it more useful I have no objection to uploading the original version of the videos (original audio and un-speed up), so you can clearly see the tactics and hear the sort of stuff i call out over mic. Let me know if your interested and when i get time i will upload them


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Very Nice, cheers wink


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