Tuesday, February 9, 2010

Sword Halls Buglar Trio

Three burglars can complete the challenge mode in the Sword Halls in under six minutes without breaking much of a sweat. All it takes is a little bit of planning ahead of the fight. Here's how we do it.

We assign a conjunction order ahead of time : two burgs will be responsible for popping healing conjunctions while the third will save conjunctions for the fire boss to interrupt his fire snake special.

We make sure at least one member has traited disable, one dust, and one counter defense.

At the start of the fight one burg will use exploit opening on the fire boss as soon as he goes active, then switches to
Morroval. New burg picks up fire boss and other picks up troll. All burgs remove corruptions and put traited tricks up.

Pull boss to safe spot. Pop next conjunction. All burgs should have RW up and be beating on the fire boss. The conjunction burgs pop conjunctions as soon as one member is half health. Every 20 seconds a FM should be kicked off.

Once fire boss is down, the fight is much easier, now just work on Morroval then troll.

You can check out the YouTube videos to see it in action.



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Tuesday, January 26, 2010

Want to come back?

I recieved a few emails from people asking about Mirkwood and wondering how bad it would to come back to the game and grind to the end game. I decided to do a little test.

My old PvMP toon was my level 50 Burglar. Until last week I had not even logged him in since pre-Moria. I decided I would level him to end game raid ready condition and track how long it took. My goal was to level 50 to 65, get kindred reputation with both Elf factions, level all crafts from GM to SM, and get 80 or more radiance.

Thirty eight hours of /played time later I hit my goal. I leveled in Eregion from 50 to 52, then Moria from 52-56, Lothlorien from 56-59, and Mirkwood from 59 to 65. I went back to Loth to run daily quests for rep, and I did my crafting a little each day. I started Sword Hall runs at 62 and ran about three per day as I went from 62 to 65.

Overall I actually enjoyed the grind. I was nervous that with six toons at 65 I might be bored, but It went fairly quick. I will post the /played time for five level increments in a follow up.

Bottom line, if you are thinking about coming back $30 gets you both Moria and Mirkwood plus 30 days free play time, and 40 hours will get you raid ready in the end game.

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Wednesday, January 20, 2010

Raiding : Barad Guldur Lock 1 Tour

Due to problems with the patch yesterday we were unable to do much lock two work in the BG raid last night, however, I took the opportunity to shoot a quick video tour of the path to Durchest, the first boss of the instance. This path is also know as "the gauntlet" as you ascend the tower of Barad Guldur up to Durchest's chamber. 

Friday, January 15, 2010

Raiding : Barad Guldur, Part II



An OTG test group ran BG again last night with the goal of figuring out exactly how Durchest's debuff mechanic works. The gauntlet run was very smooth (outside of loosing two people right at the start) and took us under 15 minutes to reach Durchest's chamber. The gauntlet has become much easier now that we have a better idea of how it works and when to move up, we are handling the Uruks without much problem using the two guardian system.

We had some new ideas regarding the agrro debuff mechanic going into the fight from looking at previous videos. We went in with a new strat that involved the champ shouting Durchest off of the tank during a set part of his script. This didn't work like we though it would, but we were able to recover and continue the fight with the tanks watching their debuffs and trying to figure out exactly what was going on. In what turned out to be a bit of a palm-sweating fight, we were able to get a general idea of how to control the aggro debuffs.

Sunday, January 10, 2010

Tip : Tricks to SG

With a 1 in 10 or 15 drop rate on 2nd Age symbols, running quick and effective SG runs is important. These few tips will help you get these runs down to 45 minutes if you push through.

1.) The first pull can be done without the two waves of guards. Have your hunter or minstrel tag the Brute on the balcony and pull them down to the door. This saves you eight guards.

2.) Use a warden to stop the Brutes absorb buff from going up. A warden uses Ambush and right before it goes off the champ or guard shouts him.

3.) Don't pop any bone piles until the fourth boss. Bone piles slow you down. Every trash pull has a safe place to fight.

4.) Summoners are only interrupted by stuns. Start any trash pulls with Summoners with a champ crafted horn.

5.) While fighting the third boss make sure to pile up on the grate running left to right. By remaining on the grate you will not be feared to the back of the room and have to run back. Plus you can AoE the adds off the healer.

A group with a warden, two champs, captain, RK, and minstrel can full clear in 45 minutes. Enjoy.


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Saturday, January 9, 2010

Legacies : Captain

There are some extremely important legacies for raiding captains. Most captains carry at least a main weapon and a buffing weapon, as well as a main emblem and a buffing emblem.

Buffing items max out at the same numbers regardless of their level, so it makes much more sense to use level 60 or under emblems and weapons for your buffers: they are much easier to obtain (tablets) and level (use otherwise useless runes from DN and bounties).

Buffing Weapon: Look for the trifecta for buffing which is Morale from MS, Tactics: Renlentless Attack, and Tactics: On Guard. It took a bit of searching, but I did get all three on a weapon. Level those legacies up to max.

Buffing Emblem: You are looking for Tactics: Focus. This has become a more and more important raid buff as fights get longer and hunters and RKs approach capped crit rating without the RA buff.

Main Weapon: The most important legacy for raiding is the Telling Mark legacy. This is a must have for end game raids. After that To Arms duration is important for raiding capts. Ideally I like to have one or both crit legacies (devastating blow and pressing attack). Most capts will switch from 59/60 frist ages to 65 3rd ages or 2nd ages, though it's not as crutial raidwise as a dps class.

Main Emblem: The emblem makes or breaks a raid capt. The emblem needs to have rallying cry cooldown! Our kin requires it for BO/Misstress/BG becuase it makes such a huge healing difference. In addition to that, ideally, you want healing from rallying cry, vocal skills healing, valiant strike healing, strength of will healing. In addition to those primo legacies having escape from darkness and time of need cooldowns. While a perfect 65 3rd or 2nd age may be the absolute best, it will take a lot of work to tier up the legacies to max them all. For that reason a level 59 first age offers a close to perfect heal rating while providing far more useable points!

With the right legacies, stats, and gear a 9k morale raiding captian can heal the entire fellow for 750+ every 8.3 seconds with rallying cry while boosting the raids damage by 10%, plus all the killer buffs!

See you capts in raids!

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Thursday, January 7, 2010

Class : Rune Keeper : DPS

Every raid leader out there has one class that they are tougher on than other based on their own playstyle, and for me that class is the rune keeper. If you have raided with me as one, sorry ;).

The RK is an easy class to play (especially solo) but a difficult class to play well (especially in a raid). RKs tend to have two major problems in raids, both of which can be partially corrected through class traits: aggro management and power consumption. In addition to slotting class traits, adjustments to your skill rotations can increase your dps and lower your power consumption significantly.

The easiest change for most people will be slotting two class traits: Linnod of Subtlelty and Overflowing Confidence. Slotting these two traits and using them will not only control your aggro generation and power consumption but it will also increase your damage output.

Every fight should start with Calming Verse running. Keeping Calming Verse up everytime it's up will increase dps and drop aggro generation. Using Cleansing Fires will also help with threat reduction.

Traited Self Motivation is an extremely important RK skill in prolonged combat. In the first half of a fight a RK can use Self Motivation to keep their power topped. In the latter half of a fight Self Motivation is a perfect complement to using Epic Conclusion, as it counteracts the penalty on power consumption.

The next step to managing power is to examine skill rotations. This can be done by parsing your skill damage with Cstats and adding skill power cost to the spreadsheet to get a handle on not only what skills net the highest damage but what each point of damage cost you. I was able to increase dps by 15% and drop power use by 20% by changing my rotation.

The last, and most crutial, step is to make sure you are watching your buff bar. Here are some tips:

1.) Never use Epic Conclusion without Harsh Debate and Thunderous Words active. Having the dps increase from these buffs is the only way it makes the damage/power ratio worth it. Also make sure Calming Verse is running!

2.) Always build argument using Ceaseless Argument. This skill is the best damage/power skill and it gets your attunement and Harsh Debate up. Once attunement is up you get a much better damage/power ratio for Scribe's Spark and Shocking Words and you limit aggro generation while the tank builds it.

3.) Use Self Motivation following Epic Conclusion.

4.) Use Cleansing Fires at all times and use Distracting Winds preventively if you are worried about aggro following crits.

Hope that helps your RK!

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