Isengard, one of the two towers and home to the white wizard and not a purple floating sphere. After venturing through Dunland and guiding the grey company further south you would reach the area of Isengard. Home to the oxclan camp which hosts the instance cluster of this 99 instances. Coming with 2 small fellowships a 6-man and the home of Saruman and it henceman.
The instance cluster is one of the most complete packages that would grace lotro for a good while. Each instance has it own flavour while still feeling connected. Moria had more instances and mirkwood added many skirmishes and content for all levels. But Dunland and the oxclan cluster still stands above them as a self-contained package.
Dargnákh Unleashed
Dragnakh is one of the instances that has its own small stories inside it. A troll that is too big to attack, but you would love to set loose upon your enemies. Antagonizing your friend with ballistas from above or tickling him with explosive barrels. A fight where the fight is not with the boss with the adds. Trying to take him on yourself will end up with a flat dwarf.
All you efforts were for naught as a sorcerer has subdued your friend. Dispatching said sorc and luring dragnakh with slob buckets will ruin their day for sure. In the end its time to let the troll go. Using his rage against him by collapsing the sunroof above him until his morale gets low enough to kill him or go for the challenge and turn him into a statue.
A 3-man instance that would allow you to forego the classic group setup. Forming a refined blue print for future small fellowships. Tier 2 and the challenge would certainly benefit for a super healer or the tank-heal-dps setup.
Pits of Isengard
Often forgotten and the instance where people would complain about the most. Resembling Skumfill from Moria with its 2 wings of which one would close. Leading you to run back and forth on tier 1. A lackluster first part compensated by two bosses at the end. Each focussing on either fire or acid with some classic mechanics to make you work a little bit harder.
The stable middle brother that would prepare you for the big world out there. Lessons learned that would help you out with the raid later.
Fangorn’s Edge
The players first venture in Fangorn, a scenic instance where you;d forego normal tactics. Trolls that wil kill you no matter your level or gear while you try to cross the road. As a chicken bobbing and weaving to a large opening in the forests edge. Saving a few huorns from lumberjacks on the way
The boss calls his workforce to cut down the last huorns which you of course wont let them do (or you actually want for the deed). Lots of adds and a simple boss will only be followed by an assault from some massive ents. 3 massive trolls will come in help the little critters (orcs). Trying to take these on will turn you hobbit into a pancake. Using your classes to support these ents by defeating the orcs and/or adding a bit of damage on the slugfest to make sure you and the ents survive.
After the normal run you could go for tier 2, the challenge on different modes where all huorns either had to be saved on be killed. Instead of 50 orcs and 3 trolls you’d now have to evade the ents you were trying to help. Hostile as they would be to Sarumans forces they would think the same of you. Instead of just an extra layer the higher difficulty would change the rules and turn the fights around.
The Foundry
With more people available the foundry is more of normal group instance. Each boss having their unique tactics. Boss 1 will make sure everyone is on their tippy toes with fire from beneath, rubble from above and steam from the sides trying to crush or roast you. And boss being the opposite with you trying to stay as stationary as possible with the troll punting you into the overflowing ladles and furnaces
While avoiding being pressed into elf-rebarb, you make your way to the foundry itself. The forge is protected by an uruk and human that take turns into hitting you on the head. If both are licking their wounds you get the chance to destroy the forge itself. Changing the kill order for the challenge makes it a bit more challenging, but if you made it this far you’ll be fine.
The Tower of Orthanc
Orthanc could fill it’s two articles, describing each little nuance in detail would need that much for sure. But near-perfection can also be worded in just a few words. Each part of the raid fullfills its role that i’d expect from it.
Each of the 4 wings has its own feel focusing on the elements the damage spectrum without an endless number of thrash pulls before it. Each wing has about 3 groups that will educate you on the moves the boss will have for that part. Core parts of an mmo where you either spread out or stay together; avoiding areas; debuffing; crowd control or facing bosses (or not) are all utilized.
Relatively easy or hard depending on what you try to achieve, unique loot and cosmetics still sought after. With lessons learned in the other instances culminating in an epic fight in the end. Each player on the tip of their toes facing saruman. A fight in complexity not available since Thaurlach and not repeated till level 105. If only the missing shadow ring could be fixed after 7 years.
While parts of other raids and instance clusters might top Isengard in specific parts, the total package has not been surpassed i believe (yet?).
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