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 Post subject: Flight to the Lonely Mountain Strategy
PostPosted: 4/20/13 1:07 pm 
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Joined: 1/15/09 10:49 pm
Posts: 731 ... y_Mountain

^^^^^^^^^^^^ For Icon Images of Various Buffs^^^^^^^^^^^^^^^^

Instance Overview

This is a survival raid on a duration timer. The goal is to survive over half a dozen waves of mobs until the timer bar fills. On T1, waves are triggered by time. On T2, by speed of killing or lack thereof as well.


One of various sets of adds is randomly selected each wave. Anyone who receives the "mark" debuff will be targeted by all the archers (arrow mark overhead) and take very heavy damage. Warriors (sword mark) do AoE damage. Captains (shield mark) have auras boosting damage of others around, which increases when anything is defeated. They may not be CCed. Summoners (sun mark) have CC adaptation. Mobs should be pulled out of green healing puddles.

On T2, challenge comes with another wave if you defeat all of the current waves of adds. Keep three standing until the horn blows announcing the next wave to not trigger extras. Berserkers attack random targets and come at different times from the normal waves.

Sets of Mobs include:

4 Captains, 3 Warriors
2 Captains, 4 Summoners, 1 Warrior
1 Captain, 1 Summoner, 5 Warriors
6 Archers, 4 Warriors
6 Archers, 2 Captains, 2 Summoners
2 Archers, 2 Captains, 2 Summoners, 2 Warriors
2 Archers, 4 Summoners, 2 Warriors

This is not the order in which they spawn.

The types of mobs and their special abilities:

Jangovar Captain

Offence 1 (aura) Empowerment # - Aura Gives the Aura buff to any nearby mobs

Tiers up whenever another mob dies
Offence 1 (buff) (tier 5) Aura # +10-100% outgoing damage, -5-50% incoming damage
Healing 1 (over time) HoT 40 second Heal Over Time to any nearby mobs
Healing 1 (over time) Hotspot Drops a healing circle that gives a Heal Over Time
Permanent State Immunity Permanent State Immunity Immune to CC
Uncommon Fortitude Uncommon Fortitude Immune to FMs

Buffs the damage and defence of nearby mobs. The aura increases in potency any time a mob dies.
Drops a healing circle that heals any mobs standing in it
Applies a HoT to nearby mobs (green induction?)
Wakes up CCed mobs (red induction?)
Cannot be CCed

Jangovar Archer

Focus (tier 4) Focus # Charging a Heart-seeker

Tiers up on every hit the archer makes
Aim Unlock Targeting a player with Heart-seeker
Marked Prey Marked You are being targeted for a Heart-seeker
Aim Marked The Heart-seeker is about to be fired

Uses AoE ranged attacks
Charges up a Heart-seeker for heavy damage to a single target

Jangovar Summoner

Fire 1 (over time) Hotspot Damage over time while standing in red cloud
Defence 1 (buff) Adaptation Can only be affected by each type of CC once
Disease 1 (timed) Disease Inflicts Disease Debuff on all nearby fellows if not cured
Disease 1 (debuff) Disease Debuff +100% Power Cost
Poison 1 (timed) Poison Inflicts Poison debuff on all nearby fellows if not cured
Poison Poison Damage over time
Wound 2 (timed) Wound Inflicts Bleed 4 debuff on all nearby fellows if not cured
Bleed 4 Bleed 4 Damage over time
Suppressed Fear Fear Stuns all nearby fellows if not cured

Summons Battle-cats
Drops damaging clouds (Tier 2)
Inflicts debuffs (Tier 2)

Jangovar Battle-cat

Offence 1 (timed) Bloodlust Possibly gives a buff when kited/rooted for too long?
Bleed 2 Bleed 2 Damage over time

Spawned by Summoners in packs
Inflicts bleeds

Jangovar Warrior

Offence 1 (special) Enrage Adds an Enrage buff every 20s
Fist Enrage +25% outgoing damage (stacks to 5)
Flanked! Positional Frontal AoE
Armour 4 Audacity Increased mitigations
Healing 1 (debuff)-icon.png Heal Debuff -25% Incoming Healing, stacks

Heavy frontal AoE
Damage dealt increases over time
Debuffs incoming healing (Tier 2)


After first pull, tank runs to spawn point, 2nd tank hangs slightly back to catch overflow


Archers First
Summoners Second
Captains Third
Warriors Fourth
Summoned battle cats just get AoEd or focused for extra rallying cries

Not every wave has every mob type, as shown above. Focus as necessary based on which type of mobs are present.
Bare in mind all should have an icon that gives them 1 free stun break every 60s (not necessary if you have a good LM) so use it, it may save your life. When stunned, all BPE is 0 so you get hit hard.

Ideal group makeup:

Healing intensive at the start of each battle, Minstrels recommended due to down time and unattunement of an RK healer.
Captains very necessary.
Burglar = useless
Champions and Lore-Masters = coveted
Guard/Warden= interchangeable tanks
Hunter = do not want more than 2

If anyone has anything to add please do.

"All that we have to decide is what to do with the time that is given to us."

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 Post subject: Re: Flight to the Lonely Mountain Strategy
PostPosted: 4/20/13 8:27 pm 
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Joined: 1/27/08 11:21 am
Posts: 1705
Location: Virdis Montis

Thank you so much for posting this! I'll add to it as I can, with goodies for other lore-masters, and other bits.

Nicely done, nicely done!

Casandir-LM, Varaldatar-RK, Agamus-G, Amdiron-W, Hothgar-B, Farrsos-C, Urugan-Ch, Agamaes-M, Agamis, Agamos, Agamas, Agam, ...

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