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 Post subject: Ost Dunhoth
PostPosted: 3/20/11 4:50 pm 
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12 man raid
No radiance!
Located in Enedwaith


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 Post subject: Re: Ost Dunhoth
PostPosted: 3/20/11 4:52 pm 
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Notes from other sources:

http://www.lotro.com/gameinfo/devdiarie ... oper-diary


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 Post subject: Re: Ost Dunhoth
PostPosted: 3/20/11 5:55 pm 
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 Post subject: Re: Ost Dunhoth
PostPosted: 3/21/11 3:03 pm 
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Location: Scouting out the lands for the Order!
Seconded! Minbur is ALL OVER THIS!!

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 Post subject: Ost Dunhoth - Disease Wing - T1
PostPosted: 3/28/11 1:39 am 
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Disease Wing T1
Basic notes - Names & Vitals (including buffs & auras) To be added / refined


Class setup:
So far I have determined the following ideal for this wing: 2x Guardians with TTK, 2x Champs, 2x Healers, 2x Lore-masters max CC, A hunter with bards arrow /RoT, Captains are nice rest can be a mix of any.
Pull 1:
(take time to read mob buffs and discuss)
3x Armoured Grodbogs - Elites
2x Gnawers - Elites
The Gnawers have the new Anger Buff (looks like red shields) that makes them immune to an initial crowd control, so to keep these locked down we can use many double CC combinations, CC 1 breaks the Anger Buff & CC 2 will be as normal, for the purpose of an example I am using the following:
A hunter uses RoT to root the group, the Gnawers will ignore it and the LMs will immediately mezz them, all DPS on the 3 Grodbogs when one is dead a Guardian peels off and takes a Gnawer to the side, this leaves the 2 LMs free to double CC the remaining Gnawer. DPS the last two Grodbogs, DPS the peeled Gnawer and finally DPS the last Gnawer, regen and move on to next pull. Champs make sure you do everything to keep on the aggro list (did I just say that?)

Pull 2:
1x Giant Grodbog
2x Maggots
2x Grodbog Queens

The two Guardians will be on the Queens, when the 321 countdown to CC is called out the Guardians use charge to get to the queens ASAP, the queens appear to spawn little bugs when either running to you or not in melee with someone, to be discussed and actually determined true, but it seems to reduce how many they spawn by getting to them fast. The queens also drop poison clouds so sidestep away when needed, look for inductions etc, if alot of bugs are on one of the guards assign a shing shing to assist.
Put a champ on the giant Grodbog and double CC pull the group of Gnawers.

Order should be kill Giant Grodbog, the right queen,  kill maggots, kill last Queen.

There may be changes in order depending on resists etc.

Champ be proactive with resisting mobs. 

Pull 3:
2x Gnawers
2x Queens
2x Maggots

(I am sure there was more will add when I know)

Usual pull with  a double CC, Guardians on Queens, kill maggots, kill one Queen (Guardian pick up the Gnawer) etc etc.

During the pulls should a Gnawer resist just get a champ to challenge and off tank till guardian gets there.

Boss room:

General layout:
You will see in the middle of the room the end of raid boss, he disappears (Boc Boc)


Two trees:
To the left you will see
1x Red Tree - Dourbark (Arch-Nemesis) about 200k morale
3x Red Bog Hounds bout 20k morale (basically bog lurkers)

To the right you will see
1x White tree - Baleleaf (Arch-Nemesis) about 200k morale
3x White Bog Hounds bout 20k morale

The raid will now work as two individual teams, mark both guardians with the shield and skull, from now on there are only two people, the skull and the shield, you move as one stick like glue.

Boss mechanics:

Forgetting T2 method and / or the deed method, I will explain the easiest means,

The red tree (left - red in colour) will coat you in a red sap when u hit it, the white hounds (right side) can only be hit by people with red sap on them, if you hit one with the wrong or no sap it removes 25% of your morale. 

The white tree (right-white in colour) coats you in 
white sap, the red hounds (left side) can only be killed by those coated in white sap.

The trees and hounds have the red or white (actually yellow but meh) sap buffs so check your  sap buff before attacking a hound, make sure it matches the sap colour you have.

Hahaha my head hurts.

The trees have to die at the same time. This means same time.

Also note the hounds can't be kited, I think the anti kite mechanic where they run faster and hit harder comes active, not sure.

No diseases to be cured so just morale to worry about.

Ok so we get in our groups, the shield will start on red (left) tree, skull on white (right) tree.

Shield runs to left tree hits it (everyone) to get coated in red sap, skull runs to right tree and hits it (everyone) to be coated in white sap, shield now runs to the right white hounds to await them waking up, skull runs to left red hounds to await them waking up, please do not target the tree next to your hounds or you will change your sap.
When the hounds become active champs challenge left hound guardians run between middle and right hound and use challenge LMs hunters assist too in grouping them up, keep both sets of 3 hound apart no AOEs till we can see each group has their 3 hounds grouped up, the key to this is to kill the last hounds together to make both sets respawn at same time, so leaders of skull and shield talk and call out hound levels and health, once all hounds are dead skull attack and DPS red (left) tree for around 25 seconds and shield team attack White (right) tree when the on screen message appears stating the hounds are waking skull runs to right hounds and shield runs to left hounds, keep this up throughout the whole fight.

When DPSing trees make sure you keep the morale levels the same repeat hounds till trees are at 10k each DPS them to 5k then throw everything at them, at 2.5k if one tree has too much health than the one at 2.5k they heal for 100k.

Loot chest for boots barter item.
 
Additional notes:

When grouping hounds keep clear of the trees, AoE skills will pick up sap from a tree if too near, there is a mound to the left, use that as a gathering point for the hounds, the right group just move near to the door u came in.
Every round of hounds respawning adds a damage buff (25%) to the trees. The trees do both melee and ranged attacks, including large distributed damage attacks, and have AoE stuns for those in melee.

If you die and are rezzed make sure you acquire your sap before hitting anything.

If power levels or morale levels are low keep one of each hound alive while you regen. 

Guardians make sure you use engage on tree before you leave it for the hounds, save your challenge for the hounds.

The above is all from memory from one run, I will refine once we go in as a kin.

Also typed on an iPhone hence the lack of finesse.


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 Post subject: Re: Ost Dunhoth
PostPosted: 4/22/11 2:15 pm 
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Watched this video:
http://www.youtube.com/watch?v=cWLraJYfxy8

The LM helpfully does a knowledge on the tree, so we now have the following info:

It has poor defences
superior resistance to common, average to fire, good to everything else.

So like you might expect, fire damage is awesome here.


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 Post subject: Re: Ost Dunhoth
PostPosted: 7/15/13 2:08 am 
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New Guide Coming Soon!

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 Post subject: Re: Ost Dunhoth
PostPosted: 7/17/13 7:21 pm 
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Too much FaceBook... I was looking for my "like button" on your post Seren...


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