Friday 13 May 2011

LotRO - Gortheron (Ost Dunhoth) some tactics, contains spoilers!

After having done the first five bosses, Gortheron is left. We have seen him many times during the instance and even in the quests leading to the instance. Now is the time for payback.

I like, that there is no time wasted with adds. After killing Ivar, the gate opens to the arena which has the shape of a pentagon. As most evildoers, Gortheron likes to talk. A lot.

Which classes are or rather which setup is the best for this fight?

Two Captains, two Minstrels, two Lore-Masters and a Guardian seem to be a necessity. An additional healer, probably a Rune-Keeper does help too. So we got eight. I would bring three Hunters and a Warden (as the warden has the best corruption removal skill of all classes).

The fight starts, when Gortheron moves into the body of a troll and opens one of the walls of the arena. Some monsters from the Shire join the fight. The adds of the first phase consist of two huge boars (Thadur's Boar, about 24 k morale) and three big goblins (Thadur's Thug 11k). When one of these five is killed, it is replaced almost instantly.

The boars have anger, which needs to be removed before they can be CC'ed (so you need to CC them twice in a row). Lore-Masters seem to work best here. We usually damage them till they have about 5 k morale left and leave them CC'ed till the next phase.

The goblins have corruptions which should to be removed as fast as possible. So if your corruption removal skill is off cool-down, use it to make every one's life easier.

Using buffbars is also very helpful. It is easy to install and there is little room for error in this fight. In every phase, players get different buffs which they need to remove with the right pot as soon as possible. In the first phase, this is a green pool which does a huge amount of damage. Actually there are three pools (similar to those in Oatbarton Farms). If you use a pot right away, you won't drop a pool at all which can make all the difference.

When the boars are damaged and controlled, the goblins can be killed. This has two advantages. First, it gives Captains a defeat response which they can use for a group-heal. Secondly Gortheron is building corruptions about every eight seconds which are reduced by killing every add.

Hunters damage Gortheron, others kill goblins and Lore-Masters CC boars. At a certain point, Gortheron switches phases and moves to the second wall and opens it. Now the Hunters switch to the adds, but don't kill them before the new gate is opened and the old gate is closed. Yes respawns do even apear, when the wall is closed again...

New adds come form the North-Downs, two Defilers and three Wargs. Defilers need to be CC'ed and I like to range-dps the Wargs. But don't forget to kill all the adds from the Shire.

Defilers only have about 10 k health so just keep em CC'ed, kill wargs to keep everyone powered and healed up and again, remove corruptions.

In this phase, you get wounds which you need to remove by a pot or it will spread to the players close to you. When this happens, they too get a wound which even can be transferred back to you, when not removed at the right time. This can lead to a wipe, as pots can be off cool-down when needed. But you can move away from the other people to not spread the wound.

In the next phase monsters from the Trollshaws join. They consist of two Virulent Stone-Trolls (24k) and three Virulent Worms. We haven't lasted long enough here to work out our tactics. Last phase, the adds will come from Forochel and consist of Starved Kilpa-Kita sabretooths (which get bloodlust when kited for too long) and some caeryg.

After an other phase-switch one monster of each kind will spawn as well as some skeletons. On Tier 1, the skeletons can be killed and won't respawn, so I'd guess, those are the first targets for dps. But as I haven't done this on Tier 2, I am not sure about this. The rest of the monsters will vanish, as soon as Gorthereon is at his next phase-switch, so killing the adds is not the priority.

Gandalf appears and kicks Gortheron out of his troll-body and (again in Tier 1) the last 35 k are easy (in Tier 1). We were thinking about only doing the other bosses in Tier 1 to get the locks and to have almost a full week for trying to kill Gortheron in Tier 2.

The challenge is connected to the buff Gorthoron has, which increases his damage output. Every eight seconds, his buff tiers up one point to a (shown) max of fifty. Killing a monster reduces the tier by one. When the tier reaches fifty, you get a message. So killing an add in the next eight seconds fails the challenge. Sadly there is no in-game-way to see how many adds you can kill without loosing the challenge...

Again, Ost Dunhoth is a very interesting raid with some nice rewards. I like how the raid and the last fight mirrors to some degree the three- and six-man-instances of the Echoes of the Dead-Update. Gortheron on Tier 2 with the Challenge is a great fight with only minor complaints from my side (the buff-counter being one, the 'need' for buffbars an other).

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