This writeup is how Ramble On does their trash pulls for each wing. While there is always more than one way to skin a cat, if we find a better way (or more comfortable way) to do these pulls and/or the boss, by all means do it
Fire and Frost Wing
I. Trash and how it's different on T2
A. Trolls; Trolls are commanded by the half orc mobs to throw stones at random group members and also get momentum corruptions which increases their damage
B. Half-Orcs; They gain adaptability on T2, also get a corruption to order trolls to attack kin members via thrown rocks, in addition to their T1 mechanics of giving disease to random members and healing other mobs
C. Twisted Warriors; Same as T1
First Trash Pull: LM mezzes left half orc with shield, Burg mezzes right half orc (believe purple down arrow), each tank takes a troll and one goes upstairs where group is originally at and another takes troll at bottom of staircase. Group in center dpsing the two half orcs and watching inductions on both so they don't get heals off. Also, like t1, watch disease debuff and pot it. When both half orcs are down (or mezzed ones awake--minstrel can fear these half orcs if dps group hasn't down the first 2 yet), group will dps those half orcs next. Once dead, kill trolls.
Second Trash Pull: LM mezzes shield, Burg has purple down arrow, tank grabs middle half orc and all the twisted warriors and aoe everything down. If mezzed mobs wake up, minnies can fear if raid is still working on killing the half-orc/twisted warrior pile. Once the pile is dead, kill the two remaining half orcs.
Third Trash pull: off tank gets skull troll and pulls to right and have LM wind lore that troll for stones. Same mezz targets, but can have trapper hunter distracting shot green arrow half orc then fear it. Main tank gets leaf troll and all twisted warriors and group concentrates on troll w/double oathies and aoe's twisted warriors down. Once that pile is dead, pick up shield and purple down arrow half orcs and kill those. If green arrow wakes up, have a burg/champ babysit it and bring it to the group to aoe it as well while interrupting healing inductions.
T2 differences: shadow grims now spawn, rage timer, tiered 5-6 corruptions instead of two.
One Tank picks up frost giant and kites it (have 10% coffee food, it helps). His captain will kite any grims that spawn. He should trait AoE threating shout and be deep in yellow line to hold aggro on grims, can use noble mark to pick up grims as well, but use threating shout to pick up grims near group.
Meanwhile, main tank takes fire giant and takes him to right corner. Group do fairly light dps to give tank aggro. Once first fire grim spawns, do double oathies and kill the giant as fast as possible. Watch AoE attacks as you don't want to hit the grim on accident. Do single target until the kiting cappy gets away from group. The second oathie should be from kiting cappy and he'll hit is as he comes near the group. Everybody in the dps group remove the giant's corruptions as they come up. Having 10 people near the giant should be easy enough to remove 5-6 tiered corruptions at once. If giant bubbles, burn bubble as fast as you can. Once giant is dead, group move left except tank. He engages and takes aggro from kiting tank. Again do light dps on giant as the raid is weak to frost attacks from attacking the fire giant and to establish aggro as well. Like first giant, get corruptions as they come up and burn through bubble if he bubbles up. Once that giant is dead, the captain kiter runs out the door and despawns grims.
Rage timer goes up after grim spawns, deaths to group, duration of fight, failure to dps bubble, and failure to remove corruptions. If it gets full, automatic wipe. Each giant has its own rage timer, it doesn't stack.
Challenge is impossible now due to grims having too high morale and extra CC to kill them.
Trash and how it's different on T2
A. Trolls; can be still locked down like T1, with the exception that they go into avalanche mode every 90 seconds. Once in this mode, they are immune to CC until theiy're finished. They have a red debuff when they are in this mode. Once it disappears, have your respective CC class remezz it.
B. Taskmasters; Has healing puddles like T1, but will summon up several 9k cave claws that love to kill healers. They summon these guys often, so it's best to dispatch them quickly.
C. Deep Claws; Same as T1
This pull is probably the easiest in T2. Have capt/champ gather the 3 deep claws and main tank grab all three and AoE those down. Off-tank grabs Taskmaster and tanks it. Burg/Trapper hunter gets leaf down while LM gets skull troll. Champs while dpsing, watches for 9k cave claws and protects healers and kills those. So, kill order will go deep claws, any remainng cave claws, taskmaster, leaf troll, then skull troll. If troll is in avalanche mode, make sure revealing mark is on that troll if one cappy in group if group is attacking it.
Like the first pull, capt/champ gathers the deep claws and AoE them. Off tank gets x-swords on right side and tanks it. LM mezzes troll while burg/hunter mezzes one taskmaster (star), and a minstrel fears the other one(moon). After mezz, LM can use call to the valar and reset mezz and get moon taskmaster. Every blinding flash as it comes up, use on troll. If both taskmasters are together with troll, LM can root and remezz troll. Meanwhile your kill order will be: deep claws, x-swords taskmaster, moon taskmaster (should be rooted at this point), star taskmaster, then troll. Once tank is free from tanking claws or taskmaster, they can grab any CC'd taskmaster.
Burg/Hunter mezz leaf troll; LM gets skull troll; minnie fears x-sword taskmaster; off tank gets moon taskmaster; main tank gets star taskmaster and 3 cave claws (which are pulled in by champ/capts); LM resets mezz (or minnie CtG on LM) and mezzes x-swords taskmaster, then back on skull troll keeping it locked down. Kill order will be deep claws, star taskmaster, moon taskmaster, x-swords taskmaster (main tank takes this once star taskmaster is down), leaf troll, then skull troll. You may have double avalanche here, blow cooldowns to stay alive.
This boss is the easiest in T2 in my opinion. If positioned right, it's much like fighting the turtle. It is a dps race, so you have to kill it quickly.
It has a lot of the T1 mechanics, conductivity and steam, and you discharge when you reach 10 conductivity. However, this time, the floor gets electrified if Kalbak stands in a certain area. If positioned right in the center square and his feet is not over the iron board, group can stay behind him and dps him down without moving with the exception of the "shock". Challenge mode is to keep the corner crystals alive, which mainly means if you just dps Kalbak, challenge is a given. This is the easiest challenge in orthanc.
First 33% of fight let tank get aggro and do light dps for him to establish it. Tank positions Kalbak in the center with his feet staying in that square ideally. If his feet are outside the square, the group will have to shift to the right to get out of the electrocuted floor. Squishies/ranged should be at least 10m from main tank while main tank and melee are at max melee range away (if you have legacies that give you more melee range, it helps here). LM keep stun dot on tank at all times and debuff kalbak with frost/fire lore/sae/command. Burg can do dust or counterdefense. Also, have capt/champ pull eluhadans to group when Kalbak says "Storms, come".
Just allow them to explode on group and eat the damage.
Second 33% of fight he'll call out names for shock, once you see your name run away from group to the right until the lightning breaks (like on T1), if you're too slow, it'll reflect to a nearby guy, if that happens, come back to group and you have to heal through it. After guy comes back from shock, do first oathies on boss. Wait for 2nd shock name, and repeat for oathies once that person gets back to the group.
Last 33% (500k down) use your cooldowns to stay alive (fellowship's heart, Essay of Exultation, In harms way/last stand). You can probably go with fellowship's heart/EoE around 400k and IHW/LS about 200k, but everybody stays in the group even if shock is called out and dps's the snot out of it. The floor is totally electrified at this point and is a dps race to see if group remains alive or boss. Hopefully we win, easy first age here.
Melee should be in max melee range from the boss as well as guard. If guard gets up to 9 on conductivity buff, you can step away from boss a meter or so, it hits 10, and you can backup, explode, and quickly move in to avoid the boss from moving. Once you do this, readjust yourself to be at max melee range from boss. If people are 10m or more away from tank, they're safe from the explosion.
At 800k mark (~50%) use pledge to help avoid Kalbak's attacks, the more attacks you avoid, the lower your conductivity buff will be and the less you explode. Our tanks use double pledge, so if it resets, by all means do it again.
This is the easiest wing to get a guaranteed symbol, if starting out on T2, it is recommended to do this wing first. Our kin has 3 different groups go in here and is successful in getting this boss down. Our tertiary group mainly has 2nd agers and is mainly alts.
Trash and how it's different on T2
A. Wargs; Like T1, they have the bloodlust which means they need something to attack on them as well as adaptation. However, if pulled and wargs are conscious, they do a howl which reduces everybody's incoming healing by 50%. They need to be mezzed or feared right away to prevent this. Second, they have bubbles which need to be removed if tanks are on them. Usually melee dps's bubbles on target assist's warg while ranged dps removes bubble on other warg then gets back on target assist. If raid allows these bubbles to stay up, it increases the warg's damage output and can virtually one shot a tank with the rest of the raid quickly following.
B. Orcs; in T2 orcs get an eyeball corruption when they are pulled, these need to be removed asap to prevent an AoE stun if the corruption is not removed. The orcs do this corruption every so often, so it's best to dispatch these orcs fairly quickly
C. Slugs; same as T1
With the two wargs in the back, have the LM mezz the left warg while your trapper hunter mezzes the right. Once the mezz is about to expire on both wargs, the LM can use herb lore and root both wargs (or hunter uses Rain of Thorns). Meanwhile capt/champ/tank pull in the 4 orcs and each orc the capt or champ is assigned to removes their respective corruption from their orc. You can assign RK/min/LM as backup removals just in case if capt/champ miss on their removals. Also, if you have a burg, have AoE dust traited so you can dust the group of orcs at once, then use startling twist. Not only does this stun the orcs, it also removes any missed corruptions. AoE the four orcs down and each tank gets their warg and gets in position for slugs. The two captains get the slugs near the entrance while the tanks get theirs at the back, much like how we do it on T1. Group should be in middle and if wargs are up, have ranged dps get rid of bubbles on wargs asap. Kill one warg then work on the other warg. If slugs are up by the time group is on 2nd warg, get into positions and raid in center. Slugs do their thing, then raid finishes on warg.
Have LM mezz x-swords warg on left, burg riddle star warg in center, and hunter distracting shot moon warg on right. All these mezzes have to hit at once to prevent howls. Main tank get x-swords and capt/champs bring the 3 orcs near the x-swords warg and remove their corruptions. Burg dust/startling twist the group once it is in. Kill x-swords using double oathies then orcs. Meanwhile LM is rooting star warg and a minstrel/trapper hunter is fearing moon warg. When root expires, off tank grabs star and goes into slug position, main tank gets moon warg and gets the slug over there. One cappy stays near where the x-swords warg was at for that slug. Raid should move toward entrance of room to avoid slugs and remove bubbles on wargs (melee doing target assist's warg while ranged remove bubble from other warg. Again if on last warg and slugs are coming up, move to entrance while capts/tanks go to their areas and aggro the slugs. Explode and resume dps on warg.
Here, mainly the adds are different in T2 with the fact you can attack the boss once adds are spawned unlike T1 where the boss is immune to damage. Challenge mode is not to let an extra add spawn while killing the adds and to not jump into the geysers when the acid rises. (going behind waterfall works here as well).
Initially give tank call to greatness to increase his threat and he picks up boss. Also, you can use time of need before fight starts to get a free war cry off. It'll reset once boss fight starts. Let tank get boss positioned and everybody is behind boss dpsing as fast as possible. LM save your ancient craft for add phase. Adds will come 50 seconds after fight starts.
Here, you want a champ to get the left troll, another champ to get right troll, while off tank is in middle picking up the two dragonets and avancs. The cappies can pull the dragonets while the hunters pull in the avancs to the off tank. The tank gets all 4 and tanks them in the center. Any disease eyes you get, you need to run AWAY from the group and pot. If you pot near the group, it will spread to other players. On these adds, you want to remove any healing corruptions you see as they will drop healing circles and bubble themselves which makes them harder to kill. So, with the champs tanking and dpsing the trolls, you want to kill both trolls around the same time. If the morale level is off, you can designate a ranged dps to get on other troll to equal the morale level of both trolls. Once one troll is down, you want to kill the other adds within 10 seconds or they will spawn a new add. We usually yell, "Kill, Kill, Kill" to give the signal to kill the avancs and the dragonets. Again, like t1, you have 30 seconds to kill all the adds before the acid rises.
If you have any time left over from killing the adds, you can dps down the boss until the acid comes up. Once it does, you can go behind the right waterfall and jump against the wall, like on T1. However, if anybody hits an acid geyser, challenge fails. Like T1, once the acid recedes, you can resume dps on boss.
At this point you can make a decision based on your dps..to go another round of adds or to stay on boss and kill him. If you do another round of adds, just rinse and repeat like before until you get him to a morale level comfortable enough where group can stay on him and finish him off. Remember, he will take damage once adds are up.
If you are at a point where you feel you can kill the boss before the next acid rise, do double oathies, then have a burg go to the left and LM to the right and mezz their respective trolls (usually call out, "mezz left, mezz right"). Meanwhile the off-tank is in the center grabbing aggro on the four adds and kiting them around the room. And if you have a disease eye, run away from group and pot it then get back on boss. Blow cooldowns and kill the boss. Once boss dies adds will disappear.
LM should save ancient craft for avancs/dragonets to make it easier for raid to kill them. The LM can use lightning storm on adds before leader yells "Kill, Kill, Kill". If on cooldown, use call to the ents instead. They can also "babysit" avancs and remove any healing corruptions on those adds if on them.
On dps phase, send LM/burg about 5-10 seconds before adds spawn. Sometimes, LM/burg should do a quick attack to get temp aggro on trolls before mezzing. Those trolls love to sprint to the healers. A quick knife toss/LoTRD should draw aggro to LM/burg for them to mezz (LM should wait for stun to go off before mezzing)
If wiping, group should die near center while minstrel(s) feign death near entrance. This is to protect minstrel from getting disease eye.
Main tank needs to watch inductions on main boss to prevent any adds from getting any additional healing corruptions or bubbles. Quick stamp/reversal should prevent that.
Finally, this boss should be third if you have F/F and lightning down pat. It has the same loot drops as the other two bosses.
Trash and what's different in Tier 2
1. Shak-hai uruks; like t1, they will randomly heal mobs and are immune to CC. On T2, they also summon more uruk-hai. These mobs you want to kill first
2. Night Casters; these mobs weren't in T1. They have 2 main things. First they put overheal bubbles on random people periodically, and they have a silence aura around them. They have adaptability as well. Casters shouldn't be near these mobs at all
3. Uruk-hai uruks; same as T1, they get damage buff from the Shak-hais
4. White hand healers; same as T1
LM mezz left night caster while burg gets right one. One minstrel fears left healer while other minstrel fears right healer. After fears, minnie in LM group gives CtG on LM to remezz healers. From that point LM mezzes both healers. Meanwhile main tank gets one shak-hai and tanks it against left wall with party facing its back and off-tank gets right shak-hai and tanks against right wall. On main tank's uruk, do double oathies and kill that ASAP. If Shak-hai summon more adds, each tank take 1 uruk-hai apiece as two of them usually come from the left and the right side of the stairs.
After the mezz expires, you can have a third tank move in and tank both night casters. It could be a glory champ or another guard/wdn to grab these. Once both shak-hais and the uruk hai are dead, kill the night casters then finish up with the healers.
LM and Burg get in Line of sight of night casters as they're in the corners on the lower left and lower right side of the room. LM can use sop:command to check LoS while burg can use RW to check his. We have three tanks this pull. Main tank getting shak hai and whatever uruks he's on, 2nd tank going to left night caster and grabbing any uruk hai on the way, and 3rd tank going to right night caster and also grabbing any uruk hai. Also during pull minstrels fear the healers and give LM CtG to mezz both healers. From that point on LM is mezzing both healers alternating between the 2. So kill order is kill shak-hai off main tank, then work on night casters, uruk hai that are remaining, then finally get healers.
1. No Trash
2. It's similar to Tier 1 with the exception of each subsequent phase adding the effect of the previous phase. (i.e. Phase 3 would get phase 2's element shift and overheal bubble from venom saruman as well as status effects coming from the frost Saruman. Phase 4 would get both phase 2 and 3's effects, and phase 5 would get all the effects from phases 2-4). However, Phase 1 and 2 are the same in T2.
3. Challenge mode requires no deaths in all 5 phases and to get every ring order perfectly done after each phase.
4. Have to get ring colors in order unlike T1 where you can click your ring as soon as it's available.
5. You have 30 minutes to complete all 5 phases or you get an instant wipe.
6. This fight is straight tactical mitigation. It is recommended that you wear morale/vit/tact mit based gear and have 10k+ morale when buffed if not a tank. Tanks should be 20k+ and tact mit maxed.
Like Tier 1, assign rings to 5 people in your raid, ideally support classes or secondary dps classes. You still want your main target assist w/o a ring (usually a champ) so he can get buffs from the fire ring initially and hold aggro on the first saruman (usually shadow). The fight starts once the fifth person grabs their ring.
Phase 1: Warm up
Your kill order should be shadow first, venom second, and any combination of the last three. Keep in mind that squishies should stay away from the storm saruman at all times and tank who's tanking storm saruman keep away from squishies. The storm's aoe attack has the potential to one-shot squishies. Other than that, have your off-tank assigned 2 sarumans and main tank the rest. The shadow sarumans, your champ can tank as it should be dps'd down as quick as possible (around 30 seconds). Use ring buffs right away with the exception of shadow's corruption, put that on 2nd saruman. This phase is easy, just dps these sarumans as fast as you can to save time and get on to the second phase. Once the five sarumans are down, have your ring bearers get back to their areas and watch the order of the colors saruman will display. An easy tip is to memorize the previous color and your color. All you need to do is watch when that person uses their ring, then you use yours. If you're first, you do like T1 and use your ring when it becomes available. For example, if you're frost ring, your color is blue. You watch Saruman do his colors: Red, Yellow, Purple, Blue, Green. In this case, you just watch when the shadow person does his ring, then you follow, so the acid guy can do his. The shadow guy waits on the lightning guy to do his color while he waits for the fire guy to initially hit his. If everybody does the correct order, it moves on to...
Phase 2: Elemental shift and overheal bubble
This phase, you get elemental shifts which will buff a respective saruman with an incoming damage buff and outgoing damage buff; meaning it hits harder while it is harder to kill. The kill order is the same as phase 1, but if you start with shadow element, move on to venom and mezz the shadow guy. Kill venom, then move onto shadow regardless of what element you are in. Once those two are down, pick one of the three and kill them. If your saruman you're attacking gets his element up, swap to a different saruman and kill it. This phase is like Tier 1. Also, while venom guy is alive call out overheal bubbles and heal that person to max. Once venom guy is dead, bubbles stop.
Again, once the five are dead, do your ring order. If perfected, you move onto...
Phase 3: Status and Saruman wakes up
Note here, like T1, this is your last chance to eat regen food, take advantage of that when saruman is doing his ring order. Here, you get phase 2's affects as well. So, heal a person when somebody has an overheal bubble and watch what element you are in and ideally attack a different saruman. Like phase 2, if shadow element starts, kill venom, then go back to shadow. Your CC should mezz either shadow or venom depending on the target the raid isn't attacking. Meanwhile watch purple puddles and status and pot those asap. You don't want to miss a pot on T2 and things can go downhill quick. If on cooldown, move away from group if possible so less people can get affected by that status. Like t1, LM should debuff center saruman with frost lore and both sign of power debuffs. At this point LM should concentrate on power distribution and debuffing center saruman and not worry about dps. Also, like T1, once frost saruman dies, the status goes away. However, it is not as critical to kill that saruman as it is to kill the venom or shadow guys. Do same kill order providing that element isn't up for the saruman you're attacking. Once five are down, do ring order and get ready for...
Phase 4: Puddles and more puddles.
This phase is like phase 3, just move out of the purple puddles asap and sarumans out of the healing circles. Acid puddles aren't a big deal until they start to stack 3-4 deep. Other than that, do the same thing as phase 3. Pot your status, and call out overheals when up. Kill shadow and venom, then move onto other three.
Phase 5: Double Trouble and eyeball
This phase really sucks in T2, you get everything from phases 2-4, now have double sarumans which double the fun (double status, and yes, double overheal bubbles). Give call to greatness to tanks so they get aggro on as many sarumans as possible. Hopefully your tanks have most of them under control. Mezz wise, throw mezzes on outer shadow and venom saruman. Unless shadow phase starts, you want the third mezz on the inner venom saruman, if you have shadow phase, mezz the inner shadow saruman instead. So your kill order for the first four should be inner shadow, inner venom, outer shadow, then outer venom, ideally. Phases can screw this up if you get either shadow or venom phase. Use frost ring on outer venom saruman when mezz expires and remezz it. Ideally, when killing these four, you want a venom guy constantly down to avoid double overheal bubbles. If both venoms are up, things can go downhill as it taxes the healers to keep up with 11 sarumans doing (yes, 11) damage and double overheals. And it really sucks if one person is unfortunate enough to get two overheals...yes, it has happened to yours truly. If a shadow wakes up and target assist isn't attacking it yet, have a burg interrupt it with addle..should be 5 seconds to prevent healing. Once both venoms and shadows are dead and your group is still alive, it's downhill from there. You should take out the storms next then either fire or frost. Keep vigilant and still pot status effects and watch for eyeballs so you don't get punted off the tower. If you make it this far and those 10 sarumans are down, do the ring order and pray to god that nobody screws up or your 1/2 hour isn't up. Either way, you don't want to repeat phase 5 again.
Phase 6: Ring broken
Like t1, if you survive that ordeal, have your melee go to the center and attack saruman for 200k until he greens out, then get to a door, he'll do his big punt attack then you phase to the edge of fangorn and wait for the loot chest. On T2, the broken clasp is 100% drop unlike t1 being at 50%. If you didn't die and get the rings right every phase, you get 2 chests with another clasp and first age symbol guaranteed.
Last edited by gooshalaka on Thu May 31, 2012 1:28 am; edited 1 time in total
This is where you toon should stand on gear and attributes and such for T2:
Armor: combination of dragon/orthanc, draigoch cloak recommended
Jewelry: combination of Limlight jewelry, skirm, instance, or crafted jewelry..level 75 teal
Virtues:14's on everything especially virtues dealing with physical and tactical mitigation. Zeal, Tolerance, Honor, Fidelity, and Innocence are main ones you should have 14's in Orthanc doing T2
Class main stat should be 1500+
Morale when buffed, should be above 8k. 10k is good enough if you're not a tank, no need to go any higher than that. Otherwise if you're a tank, 15k+ buffed. Also, raw vitality is much greater than straight morale bonus as that adds mitigations. Vitality should be 1/3-1/2 the value of your main stat.
Power no set value, but enough to get through most pulls without the LM helping you out or potting. If you're running out of power, get some jewelry/gear to add power regen.
tact/physical mastery If dps class, should be above 20k. If you can get your damage bonus >100%, kudos to you.
Finesse probably 3k is good for this, more the better. To healers, it's not that relevant.
Legendary Items level 75 2nd ages fully levelled to 70 with the minimum of tier 6 relics in them with some kind of crafted relic. LI should have legacies that enhance your role in the raid (dps legacies, resist legacies, % increase healing, etc..)
None of my characters are geared or have enough attributes to run T2 as I found out last night. Maybe, we can be a little more specific on raid nights what Tier we are going to run. I don't want to take someone spot who is better prepared for T2. Especially if we are going to get inspected. I will try to get my characters better prepared.
Our biggest asset now is people signing up for the raid and practicing. I posted those guidelines as something we should strive for to be successful for T2, but that's half the battle like G.I. Joe. I don't want that to be a deterrent for people not to raid, but instead, for each of us to work toward or to exceed those guidelines. Our other half, to beat T2, is to practice and gathering as often as we can. Just because somebody doesn't exactly meet those standards doesn't mean they shouldn't attempt the raid.
You can talk to Kornz and see if he can mix/match some T1 and T2, so more folks can get some seals/meds if you don't have the orthanc armor you want yet. Also, try to push for some RoF runs, even t1, to get eggs if you need that limlight jewelry to enhance your toon.
Just do what you can to be more raid ready the time you have to play LoTRO and progress toward those goals at a pace you're comfortable with. I'm sure you may not be alone in that regard.
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